Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.

This commit is contained in:
omar
2020-02-09 17:31:18 +01:00
parent 3bde375078
commit 7e2d172ae5
5 changed files with 112 additions and 103 deletions

View File

@ -83,11 +83,12 @@ static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitPlatformInterface();
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
static void ImGui_ImplGlfw_UpdateMonitors();
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
@ -149,6 +150,11 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
g_WantUpdateMonitors = true;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
g_Window = window;
@ -220,6 +226,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
g_PrevUserCallbackMonitor = NULL;
if (install_callbacks)
{
g_InstalledCallbacks = true;
@ -227,8 +234,13 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
}
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_Window;
@ -405,6 +417,40 @@ static void ImGui_ImplGlfw_UpdateGamepads()
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
platform_io.Monitors.resize(0);
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
#if GLFW_HAS_MONITOR_WORK_AREA
monitor.MainPos = ImVec2((float)x, (float)y);
monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
monitor.WorkPos = ImVec2((float)x, (float)y);;
monitor.WorkSize = ImVec2((float)w, (float)h);
#else
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#endif
#if GLFW_HAS_PER_MONITOR_DPI
// 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.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
monitor.DpiScale = x_scale;
#endif
platform_io.Monitors.push_back(monitor);
}
g_WantUpdateMonitors = false;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
@ -746,45 +792,6 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
platform_io.Monitors.resize(0);
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
#if GLFW_HAS_MONITOR_WORK_AREA
monitor.MainPos = ImVec2((float)x, (float)y);
monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
monitor.WorkPos = ImVec2((float)x, (float)y);;
monitor.WorkSize = ImVec2((float)w, (float)h);
#else
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#endif
#if GLFW_HAS_PER_MONITOR_DPI
// 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.
float x_scale, y_scale;
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
monitor.DpiScale = x_scale;
#endif
platform_io.Monitors.push_back(monitor);
}
g_WantUpdateMonitors = false;
}
static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
g_WantUpdateMonitors = true;
}
static void ImGui_ImplGlfw_InitPlatformInterface()
{
// Register platform interface (will be coupled with a renderer interface)
@ -812,10 +819,6 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
#endif
// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Register main window handle (which is owned by the main application, not by us)
// 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.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();