Viewport: Misc tweaks.

This commit is contained in:
omar 2018-09-21 17:54:00 +02:00
parent 5eabf44021
commit 1127804109

View File

@ -7365,9 +7365,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
ImGuiViewportP* main_viewport = g.Viewports[0]; ImGuiViewportP* main_viewport = g.Viewports[0];
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{ {
window->Viewport = main_viewport; SetWindowViewport(window, main_viewport);
window->ViewportId = main_viewport->ID;
window->ViewportOwned = false;
return; return;
} }
@ -7605,10 +7603,11 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
{ {
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect)) const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
if (monitor_rect.Contains(rect))
return monitor_n; return monitor_n;
ImRect overlapping_rect = rect; ImRect overlapping_rect = rect;
overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); overlapping_rect.ClipWithFull(monitor_rect);
float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
if (overlapping_surface < best_monitor_surface) if (overlapping_surface < best_monitor_surface)
continue; continue;
@ -9825,10 +9824,14 @@ void ImGui::ShowViewportThumbnails()
// We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
float SCALE = 1.0f / 8.0f; float SCALE = 1.0f / 8.0f;
ImRect bb_full; ImRect bb_full;
//for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
// bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n]));
for (int n = 0; n < g.Viewports.Size; n++) for (int n = 0; n < g.Viewports.Size; n++)
bb_full.Add(g.Viewports[n]->GetRect()); bb_full.Add(g.Viewports[n]->GetRect());
ImVec2 p = window->DC.CursorPos; ImVec2 p = window->DC.CursorPos;
ImVec2 off = p - bb_full.Min * SCALE; ImVec2 off = p - bb_full.Min * SCALE;
//for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
// window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border));
for (int n = 0; n < g.Viewports.Size; n++) for (int n = 0; n < g.Viewports.Size; n++)
{ {
ImGuiViewportP* viewport = g.Viewports[n]; ImGuiViewportP* viewport = g.Viewports[n];