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Add support for Retina displays on MacOSX.

This commit is contained in:
Yaroslav Bunyak 2014-09-20 01:48:10 +03:00
parent 8d32fcb7d4
commit 0e0cd5e705

View File

@ -10,6 +10,7 @@
static GLFWwindow* window;
static GLuint fontTex;
static float content_scale[2] = {1.0f, 1.0f};
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@ -146,10 +147,15 @@ void InitGL()
void InitImGui()
{
int w, h;
int fb_w, fb_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &fb_w, &fb_h);
content_scale[0] = fb_w / w;
content_scale[1] = fb_h / h;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -202,7 +208,7 @@ void UpdateImGui()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos = ImVec2((float)mouse_x * content_scale[0], (float)mouse_y * content_scale[1]); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;