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Mix of low and high DPI displays #1
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High DPI is already supported. The correct way is to use: Also see: https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application |
@tanis2000 Can we close this issue? |
I have not yet had the chance to check that out. I am working on this project on and off. I will try to have a look at it today and update the ticket. |
Ok I just tested this both in my game and with the Here is the sample project running first on the high dpi screen (a Retina MBP monitor) and then on a low dpi 1080p monitor. I just run the project starting on the hdpi screen and then dragged it to the ldpi screen and this is the result: This doesn't really look like the expected behavior. I noticed in the logs that the hdpi reports a window size of 3024x1832 and the ldpi a window size of 1512x916 I tried to move the code that calculates the |
Opening a window on a HDPI screen and dragging it to LDPI window is not supported currently. I need to think about this case. Thanks for checking it. |
Fair enough. Please feel free to close this issue if you do not need as a reference for that use-case :) |
Let's leave this open I would like to support this case. |
It would be nice if you could add support for high DPI screens like Retina displays in zgui.
What I have seen some people do is to grab the DisplaySize and FramebufferScale vectors from ImGui's ImDrawData and just multiply them together to get the actual viewport size to apply. I believe everything else can be left intact.
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