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Viewport: Misc tweaks.
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parent
5eabf44021
commit
1127804109
13
imgui.cpp
13
imgui.cpp
@ -7365,9 +7365,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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ImGuiViewportP* main_viewport = g.Viewports[0];
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ImGuiViewportP* main_viewport = g.Viewports[0];
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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{
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window->Viewport = main_viewport;
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SetWindowViewport(window, main_viewport);
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window->ViewportId = main_viewport->ID;
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window->ViewportOwned = false;
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return;
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return;
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}
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}
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@ -7605,10 +7603,11 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
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for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
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for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
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{
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{
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const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
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const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
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if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect))
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const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
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if (monitor_rect.Contains(rect))
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return monitor_n;
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return monitor_n;
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ImRect overlapping_rect = rect;
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ImRect overlapping_rect = rect;
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overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
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overlapping_rect.ClipWithFull(monitor_rect);
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float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
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float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
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if (overlapping_surface < best_monitor_surface)
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if (overlapping_surface < best_monitor_surface)
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continue;
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continue;
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@ -9825,10 +9824,14 @@ void ImGui::ShowViewportThumbnails()
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// 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.
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// 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.
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float SCALE = 1.0f / 8.0f;
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float SCALE = 1.0f / 8.0f;
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ImRect bb_full;
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ImRect bb_full;
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//for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
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// bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n]));
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for (int n = 0; n < g.Viewports.Size; n++)
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for (int n = 0; n < g.Viewports.Size; n++)
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bb_full.Add(g.Viewports[n]->GetRect());
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bb_full.Add(g.Viewports[n]->GetRect());
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ImVec2 p = window->DC.CursorPos;
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ImVec2 p = window->DC.CursorPos;
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ImVec2 off = p - bb_full.Min * SCALE;
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ImVec2 off = p - bb_full.Min * SCALE;
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//for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
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// 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));
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for (int n = 0; n < g.Viewports.Size; n++)
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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ImGuiViewportP* viewport = g.Viewports[n];
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