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	Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin().
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							| @@ -6449,21 +6449,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) | ||||
|             } | ||||
|             else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) | ||||
|             { | ||||
|                 if (window->Viewport->PlatformMonitor == -1) | ||||
|                 { | ||||
|                     // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport | ||||
|                     const ImGuiViewport* main_viewport = GetMainViewport(); | ||||
|                     SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; | ||||
|                     visibility_rect.Min = monitor.WorkPos + visibility_padding; | ||||
|                     visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding; | ||||
|                 // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. | ||||
|                 const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); | ||||
|                 visibility_rect.Min = monitor->WorkPos + visibility_padding; | ||||
|                 visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; | ||||
|                 ClampWindowRect(window, visibility_rect); | ||||
|             } | ||||
|         } | ||||
|         } | ||||
|         window->Pos = ImFloor(window->Pos); | ||||
|  | ||||
|         // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) | ||||
| @@ -11534,6 +11526,17 @@ static void ImGui::UpdateViewportsNewFrame() | ||||
|         viewport->DpiScale = new_dpi_scale; | ||||
|     } | ||||
|  | ||||
|     // Update fallback monitor | ||||
|     if (g.PlatformIO.Monitors.Size == 0) | ||||
|     { | ||||
|         ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; | ||||
|         monitor->MainPos = main_viewport->Pos; | ||||
|         monitor->MainSize = main_viewport->Size; | ||||
|         monitor->WorkPos = main_viewport->WorkPos; | ||||
|         monitor->WorkSize = main_viewport->WorkSize; | ||||
|         monitor->DpiScale = main_viewport->DpiScale; | ||||
|     } | ||||
|  | ||||
|     if (!viewports_enabled) | ||||
|     { | ||||
|         g.MouseViewport = main_viewport; | ||||
| @@ -12010,6 +12013,17 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) | ||||
|     viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); | ||||
| } | ||||
|  | ||||
| // Return value is always != NULL, but don't hold on it across frames. | ||||
| const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; | ||||
|     int monitor_idx = viewport->PlatformMonitor; | ||||
|     if (monitor_idx >= 0 || monitor_idx < g.PlatformIO.Monitors.Size) | ||||
|         return &g.PlatformIO.Monitors[monitor_idx]; | ||||
|     return &g.FallbackMonitor; | ||||
| } | ||||
|  | ||||
| void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
|   | ||||
| @@ -1542,6 +1542,7 @@ struct ImGuiContext | ||||
|     ImGuiViewportP*         MouseViewport; | ||||
|     ImGuiViewportP*         MouseLastHoveredViewport;           // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. | ||||
|     ImGuiID                 PlatformLastFocusedViewportId; | ||||
|     ImGuiPlatformMonitor    FallbackMonitor;                    // Virtual monitor used as fallback if backend doesn't provide monitor information. | ||||
|     int                     ViewportFrontMostStampCount;        // Every time the front-most window changes, we stamp its viewport with an incrementing counter | ||||
|  | ||||
|     // Gamepad/keyboard Navigation | ||||
| @@ -2455,6 +2456,7 @@ namespace ImGui | ||||
|     IMGUI_API void                  TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); | ||||
|     IMGUI_API void                  ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); | ||||
|     IMGUI_API void                  DestroyPlatformWindow(ImGuiViewportP* viewport); | ||||
|     const ImGuiPlatformMonitor*     GetViewportPlatformMonitor(ImGuiViewport* viewport); | ||||
|  | ||||
|     // Settings | ||||
|     IMGUI_API void                  MarkIniSettingsDirty(); | ||||
|   | ||||
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