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Backends: GLFW/SDL2/SDL3: Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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@ -30,6 +30,7 @@
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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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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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@ -180,7 +181,6 @@ struct ImGui_ImplGlfw_Data
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GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
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bool InstalledCallbacks;
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bool CallbacksChainForAllWindows;
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bool WantUpdateMonitors;
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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const char* CanvasSelector;
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#endif
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@ -519,8 +519,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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bd->WantUpdateMonitors = true;
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// This function is technically part of the API even if we stopped using the callback, so leaving it around.
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}
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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@ -627,7 +626,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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bd->Window = window;
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bd->Time = 0.0;
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bd->WantUpdateMonitors = true;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
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@ -910,9 +908,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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bd->WantUpdateMonitors = false;
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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@ -966,8 +962,7 @@ void ImGui_ImplGlfw_NewFrame()
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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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if (bd->WantUpdateMonitors)
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ImGui_ImplGlfw_UpdateMonitors();
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ImGui_ImplGlfw_UpdateMonitors();
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// Setup time step
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// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
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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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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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@ -144,7 +145,6 @@ struct ImGui_ImplSDL2_Data
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Uint64 Time;
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char* ClipboardTextData;
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bool UseVulkan;
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bool WantUpdateMonitors;
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// Mouse handling
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Uint32 MouseWindowID;
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@ -436,15 +436,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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#if SDL_HAS_DISPLAY_EVENT
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case SDL_DISPLAYEVENT:
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{
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// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
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// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
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bd->WantUpdateMonitors = true;
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return true;
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}
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#endif
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case SDL_WINDOWEVENT:
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{
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ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
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@ -862,10 +853,8 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
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static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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bd->WantUpdateMonitors = false;
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int display_count = SDL_GetNumVideoDisplays();
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for (int n = 0; n < display_count; n++)
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{
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@ -921,8 +910,7 @@ void ImGui_ImplSDL2_NewFrame()
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Update monitors
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if (bd->WantUpdateMonitors)
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ImGui_ImplSDL2_UpdateMonitors();
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ImGui_ImplSDL2_UpdateMonitors();
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
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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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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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@ -99,7 +100,6 @@ struct ImGui_ImplSDL3_Data
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Uint64 Time;
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char* ClipboardTextData;
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bool UseVulkan;
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bool WantUpdateMonitors;
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// IME handling
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SDL_Window* ImeWindow;
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@ -400,15 +400,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_EVENT_DISPLAY_ORIENTATION:
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case SDL_EVENT_DISPLAY_ADDED:
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case SDL_EVENT_DISPLAY_REMOVED:
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case SDL_EVENT_DISPLAY_MOVED:
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case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
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{
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bd->WantUpdateMonitors = true;
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return true;
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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@ -824,10 +815,8 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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static void ImGui_ImplSDL3_UpdateMonitors()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Monitors.resize(0);
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bd->WantUpdateMonitors = false;
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int display_count;
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SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
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@ -872,8 +861,7 @@ void ImGui_ImplSDL3_NewFrame()
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Update monitors
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if (bd->WantUpdateMonitors)
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ImGui_ImplSDL3_UpdateMonitors();
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ImGui_ImplSDL3_UpdateMonitors();
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
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@ -99,6 +99,8 @@ Docking+Viewports Branch:
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- Viewports: fixed an assert when a window load settings with a position outside
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monitor bounds, when there are multiple monitors. (#8393, #8385) [@gaborodriguez]
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- Backends: GLFW, SDL2/SDL3: Update monitors and work areas information every frame,
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as the later may change regardless of monitor/display changes. (#8415)
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- Backends: Win32: WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh
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of monitor list, as they contain work area information. (#8415) [@PathogenDavid, @lailoken]
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