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Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.)
) Metal backend is not in charge of writing to DpiScale/FramebufferScale (tho it was a neat workaround).
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@@ -129,12 +129,20 @@ Other changes:
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Docking+Viewports Branch:
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- Backends: Win32: Viewports: fixed an issue when closing a window from
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- Viewports: added per-viewport FramebufferScale for Retina display multi-monitor support.
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Backend must provide platform_io.platform_io.Platform_GetWindowFramebufferScale handler.
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This effectively fixes clipping/rendering on multi-monitors with varying Retina scale.
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(this per-se doesn't fix the font quality which requires setting RasterizerDensity
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separately. More on this later as it should soon become automatic).
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(#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.)
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- Backends: Win32: Viewports: fixed an issue when closing a window from
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the OS close button (with io.ConfigViewportsNoDecoration=false) while
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user code is discarding the 'bool *p_open=false output' from Begin().
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Because we allowed the Win32 window to close early, Windows destroyed
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it and our imgui window became not visible even though user code was
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still submitting it.
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- Backends: GLFW, SDL2, SDL3, Apple: provide Platform_GetWindowFramebufferScale handler,
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(#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.)
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- Backends: SDLGPU3 for SDL3: added multi-viewport support. (#8573) [@Lekoopapaul]
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- Backends: SDL2, SDL3: revert updating monitors and work areas info every
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frame. Only do it on Windows to detect task-bar resize until we get an
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