Since we only update imgui's cursor location when the overlay is
enabled, if the last cursor position was showing a shape that is
incorrect when we re-enter the overlay the cursor will be wrong. This
corrects this by updating the location as we enter overlay mode.
This adds a new `earlyInit` call which allows the overlay to register
options before actually being intialized. Also the keybind handling and
state tracking for each overlay has been moved internal to the overlay
itself.
When entering overlay mode if the cursor was previously grabbed we
should restore the state when exiting overlay mode. This will also
correct the pointer setting it to NONE or SQUARE depending on the prior
grab state.
We now give ImGui the true logical size of the window and tell it to scale
the framebuffer. To fix the blurry fonts, we continue to load fonts at the
scale necessary for the DPI and use FontGlobalScale to shrink the fonts back
to the logical size. The font rectangle is then expanded by the framebuffer
scaling, resulting in good text rendering.
This method has the advantage of not messing up the sizes of resizable
overlays when moving across monitors.
The default of [0, 50] makes sense for FPS/UPS graphs, but does not for
things like the import graph. The latter should not take more than 5 ms
for sure.
This commit allows the min/max y-axis value to be specified when registering
the graph.
Now that we are drawing with damage rects, when the window is hidden and
then exposed the window may not get fully redrawn. This provides
`app_invalidateWindow` for the display server backend to call when the
screen needs a full redraw.
This is necessary in case overlays change size. When this happens, we must
damage the larger of the overlays' rectangles this frame and last frame.
This erases the overlay from where it is no longer appears.
In order to do this, we must keep track of the rectangles for every overlay
with no exception. We cannot short-circuit the generation of rectangles if
we run out of buffer space, and we must allocate space for MAX_OVERLAY_RECTS
rectangles for every frame. Otherwise, we will not know where to erase the
overlay if it disappears.
This fixes a regression caused by the move from SDL2 which handled this
itself. We should only minimize when focus is lost if the application
was in full screen mode.
Instead of damaging the entire surface when rendering a cursor move,
we can use the EGL_KHR_swap_buffers_with_damage extension to only
damage the part of the window covered by the cursor. This should
reduce the cursor movement latency on Wayland.