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Fix viewport & window issues (#2630)
* Add support for multiple windows & viewports With correct rendering of both Scene and Overlays/GUI. GUI is restricted to either the first window or any other windows tagged with "GUI", overlays are drawn on all windows/viewports. Closes #2542 and #1645
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@@ -62,8 +62,14 @@ struct WindowDelegate {
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glm::ivec2 (*currentViewportSize)() = []() { return glm::ivec2(0); };
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glm::ivec2(*currentViewportResolution)() = []() { return glm::ivec2(0); };
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glm::vec2 (*dpiScaling)() = []() { return glm::vec2(1.f); };
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glm::ivec2(*firstWindowResolution)() = []() { return glm::ivec2(0); };
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glm::ivec2(*guiWindowResolution)() = []() { return glm::ivec2(0); };
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float (*osDpiScaling)() = []() { return 1.f; };
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bool (*hasGuiWindow)() = []() { return false; };
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@@ -89,6 +95,8 @@ struct WindowDelegate {
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int (*currentWindowId)() = []() { return 0; };
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int (*firstWindowId)() = []() { return 0; };
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double (*getHorizFieldOfView)() = []() { return 0.0; };
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void (*setHorizFieldOfView)(float hFovDeg) = [](float) { };
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@@ -113,6 +121,9 @@ struct WindowDelegate {
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int (*numberOfNodes)() = []() { return 0; };
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int (*currentNode)() = []() { return 0; };
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glm::vec2 (*mousePositionViewportRelative)(glm::vec2 mousePosition) =
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[](glm::vec2) { return glm::vec2(0); };
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};
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} // namespace openspace
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