Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style)

We don't bother with WIN32_LEAN_AND_MEAN.

# Conflicts:
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
This commit is contained in:
ocornut
2025-06-02 15:32:54 +02:00
parent b98e92839c
commit bc394410a2
14 changed files with 137 additions and 18 deletions

View File

@@ -34,8 +34,9 @@ int main(int, char**)
}
// Create SDL window graphics context
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, window_flags);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -71,6 +72,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
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)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};