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Somehow it breaks in Win32+OpenGL3 example: when enabled Win32 applies some extra scale.
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4 changed files with 49 additions and 27 deletions
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@ -27,17 +27,40 @@ static void glfw_error_callback(int error, const char* description)
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int main(int, char**)
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{
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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// Create window with graphics context
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float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr);
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if (window == nullptr)
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return 1;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup style
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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id <MTLDevice> device = MTLCreateSystemDefaultDevice();
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id <MTLCommandQueue> commandQueue = [device newCommandQueue];
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplMetal_Init(device);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -54,24 +77,6 @@ int main(int, char**)
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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//IM_ASSERT(font != nullptr);
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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// Create window with graphics context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 800, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
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if (window == nullptr)
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return 1;
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id <MTLDevice> device = MTLCreateSystemDefaultDevice();
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id <MTLCommandQueue> commandQueue = [device newCommandQueue];
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplMetal_Init(device);
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NSWindow *nswin = glfwGetCocoaWindow(window);
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CAMetalLayer *layer = [CAMetalLayer layer];
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layer.device = device;
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@ -36,11 +36,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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// Make process DPI aware and obtain main monitor scale
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//ImGui_ImplWin32_EnableDpiAwareness(); // FIXME: This somehow doesn't work in the Win32+OpenGL example. Why?
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float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize OpenGL
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if (!CreateDeviceWGL(hwnd, &g_MainWindow))
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@ -67,6 +70,11 @@ int main(int, char**)
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_InitForOpenGL(hwnd);
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ImGui_ImplOpenGL3_Init();
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@ -342,11 +342,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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// Make process DPI aware and obtain main monitor scale
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ImGui_ImplWin32_EnableDpiAwareness();
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float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
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ImVector<const char*> extensions;
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extensions.push_back("VK_KHR_surface");
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@ -369,7 +372,7 @@ int main(int, char**)
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// Show the window
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// FIXME: Retrieve client size from window itself.
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ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
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SetupVulkanWindow(wd, surface, 1280, 800);
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SetupVulkanWindow(wd, surface, (int)(1280 * main_scale), (int)(800 * main_scale));
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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@ -384,6 +387,11 @@ int main(int, char**)
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplVulkan_InitInfo init_info = {};
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