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https://github.com/Drezil/imgui.git
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Viewport: Moved ImGuiWindowFlags_FullViewport to an internal ViewportOwned flag. Renamed AddViewport to AddUpdateViewport. (#Viewport: Shuffled code in Begin to reset size of reappearing popups prior to selecting viewport, to avoid mistakenly using an old size. Moved code out of UpdateSelectWindowViewport() to the section of Begin where positions is being locked down, to avoid code in-between duplicating this. (#1542))
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2ae19801a9
commit
0d16492eb7
47
imgui.cpp
47
imgui.cpp
@ -766,7 +766,7 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi
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static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
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static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
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static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
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static ImGuiViewportP* AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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static void UpdateViewports();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void SetCurrentViewport(ImGuiViewportP* viewport);
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@ -1948,8 +1948,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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Scroll = ImVec2(0.0f, 0.0f);
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ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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ScrollbarX = ScrollbarY = false;
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ViewportOwned = false;
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Active = WasActive = false;
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WriteAccessed = false;
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Collapsed = false;
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@ -3319,18 +3320,19 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
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ImGuiViewportP* old_viewport = window->Viewport;
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, g.MousePosViewport);
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// Our current scheme allow any window to land on a viewport, so when that viewport merges, move other windows as well
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// FIXME-OPT
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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// Move child/hosted windows as well (FIXME-OPT)
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if (window->ViewportOwned)
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for (int n = 0; n < g.Windows.Size; n++)
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if (g.Windows[n]->Viewport == old_viewport)
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SetWindowViewportTranslateToPreservePlatformPos(g.Windows[n], old_viewport, g.MousePosViewport);
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window->ViewportOwned = false;
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}
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else
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{
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// Create/persist new viewport
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ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
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ImGuiViewportP* viewport = AddViewport(window, window->ID, 0, platform_pos, window->Size);
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ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, 0, platform_pos, window->Size);
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IM_ASSERT(viewport == window->Viewport);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
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}
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}
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@ -3476,7 +3478,7 @@ static void ImGui::UpdateViewports()
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ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport);
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AddViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
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AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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@ -4699,7 +4701,7 @@ void ImGui::SetCurrentViewport(ImGuiViewportP* viewport)
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g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
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}
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ImGuiViewportP* ImGui::AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
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ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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@ -4733,6 +4735,9 @@ ImGuiViewportP* ImGui::AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewpor
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viewport->PlatformPos = platform_pos;
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viewport->LastFrameActive = g.FrameCount;
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if (window != NULL)
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window->ViewportOwned = true;
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// Request an initial DpiScale before the OS platform window creation
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// This is so we can select an appropriate font size on the first frame of our window lifetime
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if (g.PlatformIO.Platform_GetWindowDpiScale)
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@ -6070,7 +6075,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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else
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{
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// When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 viewport_size = (window->Flags & ImGuiWindowFlags_FullViewport) ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->Size;
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ImVec2 viewport_size = window->ViewportOwned ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->Size;
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size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, viewport_size - g.Style.DisplaySafeAreaPadding));
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ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
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if (size_auto_fit_after_constraint.x < size_contents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
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@ -6156,6 +6161,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindowFlags flags = window->Flags;
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window->ViewportOwned = false;
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// Restore main viewport if multi-viewport is not supported by the back-end
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ImGuiViewportP* main_viewport = g.Viewports[0];
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@ -6186,8 +6192,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->Viewport = FindViewportByID(window->ViewportId);
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if (window->Viewport == NULL && window->ViewportPlatformPos.x != FLT_MAX && window->ViewportPlatformPos.y != FLT_MAX)
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{
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ImGuiViewportP* viewport = AddViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport;
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ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
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window->Viewport = viewport;
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created_viewport = true;
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}
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@ -6213,8 +6218,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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// Calculate mouse position in OS/platform coordinates, create a Viewport at this position.
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ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MousePosViewport);
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ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
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ImGuiViewportP* viewport = AddViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport;
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ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
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window->Viewport = viewport;
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created_viewport = true;
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}
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@ -6239,14 +6243,14 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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if (!window->Viewport->PlatformRequestResize)
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window->Viewport->Size = window->Size;
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window->Viewport->PlatformPos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
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window->Flags |= ImGuiWindowFlags_FullViewport;
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window->ViewportOwned = true;
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}
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// If the OS window has a title bar, hide our imgui title bar
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if ((window->Flags & ImGuiWindowFlags_FullViewport) && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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window->Flags |= ImGuiWindowFlags_NoTitleBar;
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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if (window->ViewportOwned)
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{
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// We currently have window fully covering a viewport and we disable WindowBg alpha, so clearing is not necessary
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window->Viewport->Flags |= ImGuiViewportFlags_NoRendererClear;
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@ -6386,7 +6390,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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if (pos_target.x != FLT_MAX)
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{
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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if (window->ViewportOwned)
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window->Viewport->PlatformPos = ConvertViewportPosToPlatformPos(ImFloor(pos_target), window->Viewport);
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else
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window->Pos = window->PosFloat = ImFloor(pos_target);
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@ -6557,7 +6561,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Lock window rounding, border size and padding for the frame (so that altering them doesn't cause inconsistencies)
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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if (window->ViewportOwned)
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window->WindowRounding = 0.0f;
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window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
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window->WindowPadding = style.WindowPadding;
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@ -6683,7 +6687,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Clamp position so window stays visible within its viewport
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// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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ImRect viewport_rect(GetViewportRect(window));
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if (!window_pos_set_by_api && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_FullViewport)) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (!window_pos_set_by_api && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) && !window->ViewportOwned && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
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{
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ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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@ -6724,8 +6728,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// When a window is marked as owning its viewport, we immediately update the viewport after a resize
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window->ViewportPlatformPos = window->Viewport->PlatformPos;
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if (flags & ImGuiWindowFlags_FullViewport)
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if (window->Size.x != window->Viewport->Size.x || window->Size.y != window->Viewport->Size.y)
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if (window->ViewportOwned && (window->Size.x != window->Viewport->Size.x || window->Size.y != window->Viewport->Size.y))
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{
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window->Viewport->Size = window->SizeFull;
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viewport_rect = GetViewportRect(window);
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@ -6780,7 +6783,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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if (g.NextWindowData.BgAlphaCond != 0)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
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if (window->Flags & ImGuiWindowFlags_FullViewport)
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if (window->ViewportOwned)
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bg_col = (bg_col | IM_COL32_A_MASK);
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window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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3
imgui.h
3
imgui.h
@ -593,8 +593,7 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
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ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_FullViewport = 1 << 29 // Don't use! For internal use by Begin() and viewports.
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ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
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};
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// Flags for ImGui::InputText()
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@ -955,8 +955,9 @@ struct IMGUI_API ImGuiWindow
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ImVec2 Scroll;
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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bool ScrollbarX, ScrollbarY;
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ImVec2 ScrollbarSizes;
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bool ScrollbarX, ScrollbarY;
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bool ViewportOwned;
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bool Active; // Set to true on Begin(), unless Collapsed
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bool WasActive;
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bool WriteAccessed; // Set to true when any widget access the current window
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