mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 13:37:40 -05:00
Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.)
) Metal backend is not in charge of writing to DpiScale/FramebufferScale (tho it was a neat workaround).
This commit is contained in:
@@ -31,7 +31,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-04-26: Disable multi-viewports under Wayland. (#8587)
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
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// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
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// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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@@ -970,20 +971,26 @@ static void ImGui_ImplGlfw_UpdateMonitors()
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}
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}
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static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
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{
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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if (out_size != nullptr)
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*out_size = ImVec2((float)w, (float)h);
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if (out_framebuffer_scale != nullptr)
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*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
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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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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(bd->Window, &w, &h);
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glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
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// Setup main viewport size (every frame to accommodate for window resizing)
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ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
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ImGui_ImplGlfw_UpdateMonitors();
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// Setup time step
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@@ -1283,6 +1290,14 @@ static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
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}
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static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
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{
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ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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ImVec2 framebuffer_scale;
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ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
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return framebuffer_scale;
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}
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static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
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@@ -1381,6 +1396,7 @@ static void ImGui_ImplGlfw_InitMultiViewportSupport()
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platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
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platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
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platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
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platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
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platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
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@@ -485,13 +485,12 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
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}
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data->FirstFrame = false;
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viewport->DpiScale = (float)window.backingScaleFactor;
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if (data->MetalLayer.contentsScale != viewport->DpiScale)
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float fb_scale = (float)window.backingScaleFactor;
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if (data->MetalLayer.contentsScale != fb_scale)
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{
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data->MetalLayer.contentsScale = viewport->DpiScale;
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data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
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data->MetalLayer.contentsScale = fb_scale;
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data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
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}
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viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
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#endif
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id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
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@@ -35,6 +35,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-01-20: Removed notification observer when shutting down. (#8331)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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@@ -1021,6 +1022,14 @@ static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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[window setFrame:rect display:YES];
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}
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static ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport)
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{
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ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
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NSWindow* window = vd->Window;
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const float fb_scale = (float)[window backingScaleFactor];
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return ImVec2(fb_scale, fb_scale);
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}
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static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
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{
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ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
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@@ -1110,6 +1119,7 @@ static void ImGui_ImplOSX_InitMultiViewportSupport()
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platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
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platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
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platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
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platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale;
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platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
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@@ -26,6 +26,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
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// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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@@ -939,29 +940,35 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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}
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}
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static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
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{
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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if (renderer != nullptr)
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SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
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#if SDL_HAS_VULKAN
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else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN)
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SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h);
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#endif
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else
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SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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if (out_size != nullptr)
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*out_size = ImVec2((float)w, (float)h);
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if (out_framebuffer_scale != nullptr)
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*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
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}
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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if (bd->Renderer != nullptr)
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SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
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#if SDL_HAS_VULKAN
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else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
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SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
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#endif
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else
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup main viewport size (every frame to accommodate for window resizing)
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ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
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// Update monitors
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#ifdef WIN32
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@@ -1147,6 +1154,15 @@ static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
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}
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static ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport)
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{
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// FIXME: SDL_Renderer does not support multi-viewport.
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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ImVec2 framebuffer_scale;
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ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale);
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return framebuffer_scale;
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}
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static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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@@ -1220,6 +1236,7 @@ static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sd
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platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
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platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
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platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
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platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale;
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platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
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@@ -24,6 +24,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
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// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
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// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
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@@ -901,22 +902,28 @@ static void ImGui_ImplSDL3_UpdateMonitors()
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SDL_free(displays);
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}
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static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
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{
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
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if (out_size != nullptr)
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*out_size = ImVec2((float)w, (float)h);
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if (out_framebuffer_scale != nullptr)
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*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
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}
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void ImGui_ImplSDL3_NewFrame()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup main viewport size (every frame to accommodate for window resizing)
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ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
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// Update monitors
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#ifdef WIN32
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@@ -1117,6 +1124,14 @@ static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
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}
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static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
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{
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ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
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ImVec2 framebuffer_scale;
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ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
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return framebuffer_scale;
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}
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static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
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@@ -1187,6 +1202,7 @@ static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sd
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platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
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platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
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platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
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platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
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platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
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