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Viewport, Platform, DPI: Back-end store per-monitor DPI information in ImGuiPlatformMonitor. (#1542, #1676)
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@ -32,10 +32,11 @@
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// SDL
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#include <SDL.h>
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#include <SDL_syswm.h>
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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@ -446,13 +447,19 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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int display_count = SDL_GetNumVideoDisplays();
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platform_io.Monitors.resize(display_count);
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platform_io.Monitors.resize(display_count, ImGuiPlatformMonitor());
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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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SDL_Rect r;
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SDL_GetDisplayBounds(n, &r);
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platform_io.Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
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platform_io.Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
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#if SDL_HAS_PER_MONITOR_DPI
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float dpi = 0.0f;
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SDL_GetDisplayDPI(n, &dpi, NULL, NULL);
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platform_io.Monitors[n].DpiScale = dpi / 96.0f;
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#endif
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}
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}
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