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Viewport, DPI: Now using DpiScale from the ImGuiPlatformMonitor array instead of calling Platform_GetWindowDpiScale() before the platform window creation. Might even tentatively see if things work out without Platform_GetWindowDpiScale. (#1676)
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@ -366,7 +366,7 @@ void ImGui_ImplWin32_EnableDpiAwareness()
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float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
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{
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UINT xdpi = 96, ydpi = 96;
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if (IsWindows8Point1OrGreater())
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if (::IsWindows8Point1OrGreater())
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{
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static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
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if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
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@ -389,13 +389,6 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2)
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{
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RECT viewport_rect = { (LONG)x1, (LONG)y1, (LONG)x2, (LONG)y2 };
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HMONITOR monitor = ::MonitorFromRect(&viewport_rect, MONITOR_DEFAULTTONEAREST);
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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//--------------------------------------------------------------------------------------------------------
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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@ -589,13 +582,8 @@ static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
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static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
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{
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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if (data && data->Hwnd)
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return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
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// The first frame a viewport is created we don't have a window yet
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return ImGui_ImplWin32_GetDpiScaleForRect(
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(int)(viewport->Pos.x), (int)(viewport->Pos.y),
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(int)(viewport->Pos.x + viewport->Size.x), (int)(viewport->Pos.y + viewport->Size.y));
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IM_ASSERT(data->Hwnd != 0);
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return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
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}
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// FIXME-DPI: Testing DPI related ideas
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@ -706,7 +694,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
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#if HAS_WIN32_IME
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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@ -16,10 +16,9 @@ IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK)
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IMGUI_API void ImGui_ImplWin32_EnableDpiAwareness();
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IMGUI_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
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IMGUI_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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IMGUI_API float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2);
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IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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10
imgui.cpp
10
imgui.cpp
@ -7376,8 +7376,10 @@ static void ImGui::UpdateViewports()
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// Update DPI scale
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float new_dpi_scale;
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if (g.PlatformIO.Platform_GetWindowDpiScale)
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if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
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new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
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else if (viewport->PlatformMonitor != -1)
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new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
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else
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new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
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if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
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@ -7490,10 +7492,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
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g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
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// Request an initial DpiScale before the OS platform window creation
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// Store initial DpiScale before the OS platform window creation, based on expected monitor data.
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// This is so we can select an appropriate font size on the first frame of our window lifetime
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if (g.PlatformIO.Platform_GetWindowDpiScale)
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viewport->DpiScale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
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if (viewport->PlatformMonitor != -1)
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viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
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}
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viewport->Window = window;
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8
imgui.h
8
imgui.h
@ -2124,13 +2124,13 @@ struct ImFont
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// - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
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//-----------------------------------------------------------------------------
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// (Optional) Represent the bounds of each connected monitor/display
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// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors.
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// (Optional) Represent the bounds of each connected monitor/display and their DPI
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// This is used for: multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
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struct ImGuiPlatformMonitor
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{
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ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
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ImVec2 WorkPos, WorkSize; // (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region.
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float DpiScale;
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float DpiScale; // 1.0f = 96 DPI
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ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; }
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};
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@ -2165,7 +2165,7 @@ struct ImGuiPlatformIO
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side)
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. IMPORTANT: this will be called _before_ the window is created, in which case the implementation is expected to use the viewport->Pos/Size fields to estimate DPI value.
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
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void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
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void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box.
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int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code
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