// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@ -150,9 +150,8 @@ void InitImGui()
intfb_w,fb_h;
glfwGetWindowSize(window,&w,&h);
glfwGetFramebufferSize(window,&fb_w,&fb_h);
content_scale[0]=fb_w/w;
content_scale[1]=fb_h/h;
mousePosScale.x=(float)fb_w/w;// Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale.y=(float)fb_h/h;
ImGuiIO&io=ImGui::GetIO();
io.DisplaySize=ImVec2((float)fb_w,(float)fb_h);// Display size, in pixels. For clamping windows positions.
@ -208,7 +207,7 @@ void UpdateImGui()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
doublemouse_x,mouse_y;
glfwGetCursorPos(window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x*content_scale[0],(float)mouse_y*content_scale[1]);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos=ImVec2((float)mouse_x*mousePosScale.x,(float)mouse_y*mousePosScale.y);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)