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https://github.com/Drezil/imgui.git
synced 2025-07-12 15:59:54 +02:00
Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
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@ -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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