mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
This commit is contained in:
parent
3bde375078
commit
7e2d172ae5
@ -83,11 +83,12 @@ static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
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static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
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static GLFWkeyfun g_PrevUserCallbackKey = NULL;
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static GLFWcharfun g_PrevUserCallbackChar = NULL;
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static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
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// Forward Declarations
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static void ImGui_ImplGlfw_UpdateMonitors();
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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static void ImGui_ImplGlfw_UpdateMonitors();
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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@ -149,6 +150,11 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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io.AddInputCharacter(c);
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}
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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g_Window = window;
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@ -220,6 +226,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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g_PrevUserCallbackScroll = NULL;
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g_PrevUserCallbackKey = NULL;
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g_PrevUserCallbackChar = NULL;
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g_PrevUserCallbackMonitor = NULL;
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if (install_callbacks)
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{
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g_InstalledCallbacks = true;
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@ -227,8 +234,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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}
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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@ -405,6 +417,40 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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platform_io.Monitors.resize(0);
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for (int n = 0; n < monitors_count; n++)
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{
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ImGuiPlatformMonitor monitor;
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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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#if GLFW_HAS_MONITOR_WORK_AREA
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monitor.MainPos = ImVec2((float)x, (float)y);
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monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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int w, h;
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glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
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monitor.WorkPos = ImVec2((float)x, (float)y);;
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monitor.WorkSize = ImVec2((float)w, (float)h);
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#else
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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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#endif
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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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glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
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monitor.DpiScale = x_scale;
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#endif
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platform_io.Monitors.push_back(monitor);
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}
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g_WantUpdateMonitors = false;
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -746,45 +792,6 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // GLFW_HAS_VULKAN
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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platform_io.Monitors.resize(0);
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for (int n = 0; n < monitors_count; n++)
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{
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ImGuiPlatformMonitor monitor;
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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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#if GLFW_HAS_MONITOR_WORK_AREA
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monitor.MainPos = ImVec2((float)x, (float)y);
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monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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int w, h;
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glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
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monitor.WorkPos = ImVec2((float)x, (float)y);;
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monitor.WorkSize = ImVec2((float)w, (float)h);
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#else
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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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#endif
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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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glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
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monitor.DpiScale = x_scale;
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#endif
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platform_io.Monitors.push_back(monitor);
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}
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g_WantUpdateMonitors = false;
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}
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static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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}
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static void ImGui_ImplGlfw_InitPlatformInterface()
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -812,10 +819,6 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
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#endif
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// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -20,6 +20,7 @@
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#pragma once
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struct GLFWwindow;
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struct GLFWmonitor;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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@ -32,3 +33,4 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, i
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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@ -77,6 +77,7 @@ static bool g_MouseCanUseGlobalState = true;
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static bool g_UseVulkan = false;
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// Forward Declarations
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static void ImGui_ImplSDL2_UpdateMonitors();
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
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static void ImGui_ImplSDL2_ShutdownPlatformInterface();
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@ -222,6 +223,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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main_viewport->PlatformHandleRaw = info.info.win.window;
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#endif
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// Update monitors
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ImGui_ImplSDL2_UpdateMonitors();
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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@ -405,6 +409,34 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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#undef MAP_ANALOG
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}
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// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
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static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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int display_count = SDL_GetNumVideoDisplays();
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for (int n = 0; n < display_count; n++)
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{
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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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ImGuiPlatformMonitor monitor;
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SDL_Rect r;
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SDL_GetDisplayBounds(n, &r);
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monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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#if SDL_HAS_USABLE_DISPLAY_BOUNDS
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SDL_GetDisplayUsableBounds(n, &r);
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monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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#endif
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#if SDL_HAS_PER_MONITOR_DPI
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float dpi = 0.0f;
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if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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monitor.DpiScale = dpi / 96.0f;
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#endif
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platform_io.Monitors.push_back(monitor);
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}
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -632,34 +664,6 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // SDL_HAS_VULKAN
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// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
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static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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int display_count = SDL_GetNumVideoDisplays();
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for (int n = 0; n < display_count; n++)
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{
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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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ImGuiPlatformMonitor monitor;
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SDL_Rect r;
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SDL_GetDisplayBounds(n, &r);
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monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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#if SDL_HAS_USABLE_DISPLAY_BOUNDS
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SDL_GetDisplayUsableBounds(n, &r);
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monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
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monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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#endif
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#if SDL_HAS_PER_MONITOR_DPI
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float dpi = 0.0f;
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if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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monitor.DpiScale = dpi / 96.0f;
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#endif
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platform_io.Monitors.push_back(monitor);
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}
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}
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -689,8 +693,6 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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#endif
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ImGui_ImplSDL2_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -263,6 +263,33 @@ static void ImGui_ImplWin32_UpdateGamepads()
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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}
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
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{
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MONITORINFO info = { 0 };
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info.cbSize = sizeof(MONITORINFO);
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if (!::GetMonitorInfo(monitor, &info))
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return TRUE;
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ImGuiPlatformMonitor imgui_monitor;
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imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
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imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
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imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
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imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
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imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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ImGuiPlatformIO& io = ImGui::GetPlatformIO();
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if (info.dwFlags & MONITORINFOF_PRIMARY)
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io.Monitors.push_front(imgui_monitor);
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else
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io.Monitors.push_back(imgui_monitor);
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return TRUE;
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}
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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g_WantUpdateMonitors = false;
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}
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -764,33 +791,6 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
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{
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MONITORINFO info = { 0 };
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info.cbSize = sizeof(MONITORINFO);
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if (!::GetMonitorInfo(monitor, &info))
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return TRUE;
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ImGuiPlatformMonitor imgui_monitor;
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imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
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imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
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imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
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imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
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imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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ImGuiPlatformIO& io = ImGui::GetPlatformIO();
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if (info.dwFlags & MONITORINFOF_PRIMARY)
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io.Monitors.push_front(imgui_monitor);
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else
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io.Monitors.push_back(imgui_monitor);
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return TRUE;
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}
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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g_WantUpdateMonitors = false;
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}
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static void ImGui_ImplWin32_InitPlatformInterface()
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{
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WNDCLASSEX wcex;
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@ -15329,9 +15329,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
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ImGui::ShowViewportThumbnails();
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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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bool open = ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
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ImGui::SameLine();
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MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
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if (open)
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{
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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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{
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const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
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