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Viewport: Changed Monitor field to use Pos+Size (more consistent), changed FullMin,FullMax to MainPos,MainSize. Made main viewport accessible in PlatformIO on first frame. Fixed casing of ImGuiViewportFlags_TopMost flag. (#1542)
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@ -364,7 +364,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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glfwWindowHint(GLFW_FOCUSED, false);
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
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#if GLFW_HAS_WINDOW_TOPMOST
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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & imGuiViewportFlags_TopMost) ? true : false);
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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
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#endif
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GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
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@ -579,8 +579,8 @@ static void ImGui_ImplGlfw_UpdateMonitors()
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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monitor.FullMin = monitor.WorkMin = ImVec2((float)x, (float)y);
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monitor.FullMax = monitor.WorkMax = ImVec2((float)(x + vid_mode->width), (float)(y + vid_mode->height));
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monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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#if GLFW_HAS_PER_MONITOR_DPI
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// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
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float x_scale, y_scale;
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