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Platform Binding for GLFW updated with the release of GLFW 3.3 (#2547)
* With the release of GLFW 3.3, it is now possible to detect correctly monitors working area (see GLFW_HAS_MONITOR_WORK_AREA). GLFW 3.3 also introduced the window hint GLFW_FOCUS_ON_SHOW. This fixed the case where a new created window (viewport) takes the focus even if not visible. * Disable a GLFW 3.2 windows hack when GLFW 3.3 is detected (related to window focused when shown).
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@ -44,12 +44,14 @@
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
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// Data
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enum GlfwClientApi
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@ -428,8 +430,12 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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viewport->PlatformUserData = data;
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
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// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
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glfwWindowHint(GLFW_VISIBLE, false);
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glfwWindowHint(GLFW_FOCUSED, false);
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#if GLFW_HAS_FOCUS_ON_SHOW
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
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#endif
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
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#if GLFW_HAS_WINDOW_TOPMOST
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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
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@ -515,6 +521,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
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#endif
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#if !GLFW_HAS_FOCUS_ON_SHOW
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// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
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// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
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// See https://github.com/glfw/glfw/issues/1189
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@ -524,6 +531,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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::ShowWindow(hwnd, SW_SHOWNA);
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return;
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}
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#endif
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#endif
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glfwShowWindow(data->Window);
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@ -678,8 +686,17 @@ static void ImGui_ImplGlfw_UpdateMonitors()
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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#if GLFW_HAS_MONITOR_WORK_AREA
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monitor.MainPos = ImVec2((float)x, (float)y);
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monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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int w, h;
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glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
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monitor.WorkPos = ImVec2((float)x, (float)y);;
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monitor.WorkSize = ImVec2((float)w, (float)h);
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#else
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monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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#endif
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#if GLFW_HAS_PER_MONITOR_DPI
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// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
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float x_scale, y_scale;
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