mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
This commit is contained in:
@ -77,6 +77,7 @@ static bool g_MouseCanUseGlobalState = true;
|
||||
static bool g_UseVulkan = false;
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL2_UpdateMonitors();
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
|
||||
@ -222,6 +223,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
main_viewport->PlatformHandleRaw = info.info.win.window;
|
||||
#endif
|
||||
|
||||
// Update monitors
|
||||
ImGui_ImplSDL2_UpdateMonitors();
|
||||
|
||||
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
|
||||
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
|
||||
@ -405,6 +409,34 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
|
||||
static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
int display_count = SDL_GetNumVideoDisplays();
|
||||
for (int n = 0; n < display_count; n++)
|
||||
{
|
||||
// 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.
|
||||
ImGuiPlatformMonitor monitor;
|
||||
SDL_Rect r;
|
||||
SDL_GetDisplayBounds(n, &r);
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
|
||||
SDL_GetDisplayUsableBounds(n, &r);
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#endif
|
||||
#if SDL_HAS_PER_MONITOR_DPI
|
||||
float dpi = 0.0f;
|
||||
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
|
||||
monitor.DpiScale = dpi / 96.0f;
|
||||
#endif
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -632,34 +664,6 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
}
|
||||
#endif // SDL_HAS_VULKAN
|
||||
|
||||
// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
|
||||
static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Monitors.resize(0);
|
||||
int display_count = SDL_GetNumVideoDisplays();
|
||||
for (int n = 0; n < display_count; n++)
|
||||
{
|
||||
// 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.
|
||||
ImGuiPlatformMonitor monitor;
|
||||
SDL_Rect r;
|
||||
SDL_GetDisplayBounds(n, &r);
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
|
||||
SDL_GetDisplayUsableBounds(n, &r);
|
||||
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
|
||||
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
|
||||
#endif
|
||||
#if SDL_HAS_PER_MONITOR_DPI
|
||||
float dpi = 0.0f;
|
||||
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
|
||||
monitor.DpiScale = dpi / 96.0f;
|
||||
#endif
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
@ -689,8 +693,6 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
ImGui_ImplSDL2_UpdateMonitors();
|
||||
|
||||
// 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();
|
||||
|
Reference in New Issue
Block a user