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Viewport: Made platform_io.Monitors mandatory for proper multi-viewport use.
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@ -3427,6 +3427,7 @@ void ImGui::NewFrame()
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IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
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IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
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IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
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IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
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@ -10445,7 +10446,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
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ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
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if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size))
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if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size))
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{
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{
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ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)");
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ImGui::TextWrapped("(When viewports are enabled, imgui needs uses monitor data to position popup/tooltips so they don't straddle monitors.)");
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for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
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for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
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{
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{
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const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
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const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
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4
imgui.h
4
imgui.h
@ -2174,8 +2174,8 @@ 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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// - 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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//-----------------------------------------------------------------------------
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// (Optional) Represent the bounds of each connected monitor/display and their DPI
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// (Optional) This is required when enabling multi-viewport. 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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// We use this information 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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struct ImGuiPlatformMonitor
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{
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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 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
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