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OpenGL example: comments on glfw window size vs frame buffer size.

This commit is contained in:
ocornut 2014-09-24 13:47:55 +01:00
parent 3e647d86aa
commit da2ccf0a78

View File

@ -10,7 +10,7 @@
static GLFWwindow* window;
static GLuint fontTex;
static float content_scale[2] = {1.0f, 1.0f};
static ImVec2 mousePosScale(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:
@ -150,9 +150,8 @@ void InitImGui()
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;
mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale.y = (float)fb_h / h;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
@ -208,7 +207,7 @@ 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 * 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.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // 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;