Viewport, Platform: Internal renaming to use more consistent (OsDesktopPos > PlatformPos). (#1542)

This commit is contained in:
omar 2018-03-15 20:02:50 +01:00
parent 2e1ac0f683
commit 1ab236d9df
4 changed files with 46 additions and 46 deletions

View File

@ -311,7 +311,7 @@ static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
data->Window = SDL_CreateWindow("No Title Yet",
(int)viewport->PlatformOsDesktopPos.x, (int)viewport->PlatformOsDesktopPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
(int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
if (use_opengl)
data->GLContext = SDL_GL_CreateContext(data->Window);
if (use_opengl && backup_context)

View File

@ -383,7 +383,7 @@ static void ImGui_ImplWin32_CreateViewport(ImGuiViewport* viewport)
}
// Create window
RECT rect = { (LONG)viewport->PlatformOsDesktopPos.x, (LONG)viewport->PlatformOsDesktopPos.y, (LONG)(viewport->PlatformOsDesktopPos.x + viewport->Size.x), (LONG)(viewport->PlatformOsDesktopPos.y + viewport->Size.y) };
RECT rect = { (LONG)viewport->PlatformPos.x, (LONG)viewport->PlatformPos.y, (LONG)(viewport->PlatformPos.x + viewport->Size.x), (LONG)(viewport->PlatformPos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
data->Hwnd = ::CreateWindowExA(
data->DwExStyle, "ImGui Platform", "No Title Yet", data->DwStyle, // Style, class name, window name
@ -472,8 +472,8 @@ static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
// The first frame a viewport is created we don't have a window yet
return ImGui_ImplWin32_GetDpiScaleForRect(
(int)(viewport->PlatformOsDesktopPos.x), (int)(viewport->PlatformOsDesktopPos.y),
(int)(viewport->PlatformOsDesktopPos.x + viewport->Size.x), (int)(viewport->PlatformOsDesktopPos.y + viewport->Size.y));
(int)(viewport->PlatformPos.x), (int)(viewport->PlatformPos.y),
(int)(viewport->PlatformPos.x + viewport->Size.x), (int)(viewport->PlatformPos.y + viewport->Size.y));
}
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)

View File

@ -739,8 +739,8 @@ static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
// Viewport
const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using a constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
static inline ImVec2 ConvertViewportPosToOsDesktopPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformOsDesktopPos; }
static inline ImVec2 ConvertOsDesktopPosToViewportPos(const ImVec2& os_pos, ImGuiViewport* viewport) { return os_pos - viewport->PlatformOsDesktopPos + viewport->Pos; }
static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
static void UpdateViewports();
static void UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set_by_api);
static void SetCurrentViewport(ImGuiViewport* viewport);
@ -1910,7 +1910,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
Flags = FlagsPreviousFrame = 0;
Viewport = NULL;
ViewportId = 0;
ViewportOsDesktopPos = ImVec2(FLT_MAX, FLT_MAX);
ViewportPlatformPos = ImVec2(FLT_MAX, FLT_MAX);
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
@ -3253,7 +3253,7 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
return;
ImRect mouse_viewport_rect = g.MouseViewport->GetRect();
ImVec2 window_pos_in_mouse_viewport = ConvertOsDesktopPosToViewportPos(ConvertViewportPosToOsDesktopPos(window->Pos, window->Viewport), g.MouseViewport);
ImVec2 window_pos_in_mouse_viewport = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->Pos, window->Viewport), g.MouseViewport);
ImRect window_rect_in_mouse_viewport = ImRect(window_pos_in_mouse_viewport, window_pos_in_mouse_viewport + window->Size);
if ((g.MouseViewport->Flags & ImGuiViewportFlags_HostOtherWindows) && mouse_viewport_rect.Contains(window_rect_in_mouse_viewport))
{
@ -3271,8 +3271,8 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
else
{
// Create new viewport
ImVec2 os_pos = ConvertViewportPosToOsDesktopPos(window->Pos, window->Viewport);
ImGuiViewport* viewport = Viewport(window, window->ID, 0, os_pos, window->Size);
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
ImGuiViewport* viewport = Viewport(window, window->ID, 0, platform_pos, window->Size);
SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
}
}
@ -3326,15 +3326,15 @@ static void ImGui::UpdateMovingWindow()
// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
// This search won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
static ImGuiViewport* FindViewportHoveredFromOsWindowStack(const ImVec2 mouse_os_pos)
static ImGuiViewport* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos)
{
ImGuiContext& g = *GImGui;
ImGuiViewport* best_candidate = NULL;
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewport* viewport = g.Viewports[n];
ImRect os_rect = ImRect(viewport->PlatformOsDesktopPos, viewport->PlatformOsDesktopPos + viewport->Size);
if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && os_rect.Contains(mouse_os_pos))
ImRect platform_rect = ImRect(viewport->PlatformPos, viewport->PlatformPos + viewport->Size);
if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && platform_rect.Contains(mouse_platform_pos))
if (best_candidate == NULL || best_candidate->LastFrameAsRefViewport < viewport->LastFrameAsRefViewport)
best_candidate = viewport;
}
@ -3347,7 +3347,7 @@ static void ImGui::UpdateViewports()
// Mouse handling: latch the expected mouse OS position (if any) before processing viewport erasure
ImGuiViewport* viewport_ref = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
const ImVec2 mouse_os_pos = ConvertViewportPosToOsDesktopPos(g.IO.MousePos, viewport_ref);
const ImVec2 mouse_platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos, viewport_ref);
g.CurrentViewport = NULL;
for (int n = 0; n < g.Viewports.Size; n++)
@ -3414,10 +3414,10 @@ static void ImGui::UpdateViewports()
// Update main viewport with current size (and OS window position, if known)
ImGuiViewport* main_viewport = g.Viewports[0];
IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
ImVec2 main_viewport_os_desktop_pos = ImVec2(0.0f, 0.0f);
ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
main_viewport_os_desktop_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_os_desktop_pos, g.IO.DisplaySize);
main_viewport_platform_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
{
@ -3434,14 +3434,14 @@ static void ImGui::UpdateViewports()
{
// Back-end failed at honoring its contract
IM_ASSERT(0);
viewport_hovered = FindViewportHoveredFromOsWindowStack(mouse_os_pos);
viewport_hovered = FindViewportHoveredFromPlatformWindowStack(mouse_platform_pos);
}
}
else
{
// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
// This search won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
viewport_hovered = FindViewportHoveredFromOsWindowStack(mouse_os_pos);
viewport_hovered = FindViewportHoveredFromPlatformWindowStack(mouse_platform_pos);
}
if (viewport_hovered != NULL)
g.MouseLastHoveredViewport = viewport_hovered;
@ -3450,7 +3450,7 @@ static void ImGui::UpdateViewports()
if (viewport_ref == NULL)
{
viewport_ref = main_viewport;
g.IO.MousePos = ConvertOsDesktopPosToViewportPos(mouse_os_pos, viewport_ref);
g.IO.MousePos = ConvertPlatformPosToViewportPos(mouse_platform_pos, viewport_ref);
}
g.MouseLastViewport = g.MouseViewport;
@ -3466,7 +3466,7 @@ static void ImGui::UpdateViewports()
viewport_hovered = g.MouseLastHoveredViewport;
if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
{
g.IO.MousePos = ConvertOsDesktopPosToViewportPos(ConvertViewportPosToOsDesktopPos(g.IO.MousePos, g.MouseViewport), viewport_hovered);
g.IO.MousePos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(g.IO.MousePos, g.MouseViewport), viewport_hovered);
g.MouseViewport = viewport_hovered;
}
}
@ -3486,7 +3486,7 @@ static void UpdatePlatformWindows()
IM_ASSERT(viewport->Window != NULL);
if (viewport->PlatformRequestMove)
viewport->PlatformOsDesktopPos = g.IO.PlatformInterface.GetWindowPos(viewport);
viewport->PlatformPos = g.IO.PlatformInterface.GetWindowPos(viewport);
bool is_new_window = viewport->PlatformHandle == NULL && viewport->PlatformUserData == NULL && viewport->RendererUserData == NULL;
if (is_new_window && viewport->PlatformHandle == NULL && viewport->PlatformUserData == NULL)
@ -3501,7 +3501,7 @@ static void UpdatePlatformWindows()
// Update Pos/Size for Platform
if (!viewport->PlatformRequestMove)
g.IO.PlatformInterface.SetWindowPos(viewport, viewport->PlatformOsDesktopPos);
g.IO.PlatformInterface.SetWindowPos(viewport, viewport->PlatformPos);
if (!viewport->PlatformRequestResize)
g.IO.PlatformInterface.SetWindowSize(viewport, viewport->Size);
@ -3891,7 +3891,7 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) { settings->Pos = ImVec2(x, y); }
else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) { settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); }
else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; }
else if (sscanf(line, "ViewportOsDesktopPos=%f,%f", &x, &y)==2) { settings->ViewportOsDesktopPos = ImVec2(x, y); }
else if (sscanf(line, "ViewportPlatformPos=%f,%f", &x, &y)==2) { settings->ViewportPlatformPos = ImVec2(x, y); }
else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
}
@ -3910,7 +3910,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
settings->Pos = window->Pos;// - window->Viewport->Pos;
settings->Size = window->SizeFull;
settings->ViewportId = window->ViewportId;
settings->ViewportOsDesktopPos = window->ViewportOsDesktopPos;
settings->ViewportPlatformPos = window->ViewportPlatformPos;
settings->Collapsed = window->Collapsed;
}
@ -3931,8 +3931,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
{
buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
if (settings->ViewportOsDesktopPos.x != FLT_MAX && settings->ViewportOsDesktopPos.y != FLT_MAX)
buf->appendf("ViewportOsDesktopPos=%d,%d\n", (int)settings->ViewportOsDesktopPos.x, (int)settings->ViewportOsDesktopPos.y);
if (settings->ViewportPlatformPos.x != FLT_MAX && settings->ViewportPlatformPos.y != FLT_MAX)
buf->appendf("ViewportPlatformPos=%d,%d\n", (int)settings->ViewportPlatformPos.x, (int)settings->ViewportPlatformPos.y);
}
buf->appendf("Collapsed=%d\n", settings->Collapsed);
buf->appendf("\n");
@ -4545,7 +4545,7 @@ void ImGui::SetCurrentViewport(ImGuiViewport* viewport)
g.IO.PlatformInterface.ChangedViewport(g.CurrentViewport);
}
ImGuiViewport* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
ImGuiViewport* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
@ -4569,7 +4569,7 @@ ImGuiViewport* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFla
IM_ASSERT(viewport->Pos.y == 0.0f);
viewport->Window = window;
viewport->Flags = flags;
viewport->PlatformOsDesktopPos = os_desktop_pos;
viewport->PlatformPos = platform_pos;
viewport->LastFrameActive = g.FrameCount;
// Request an initial DpiScale before the OS platform window creation
@ -5779,8 +5779,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
window->Collapsed = settings->Collapsed;
if (settings->ViewportId)
window->ViewportId = settings->ViewportId;
if (settings->ViewportOsDesktopPos.x != FLT_MAX && settings->ViewportOsDesktopPos.y != FLT_MAX)
window->ViewportOsDesktopPos = settings->ViewportOsDesktopPos;
if (settings->ViewportPlatformPos.x != FLT_MAX && settings->ViewportPlatformPos.y != FLT_MAX)
window->ViewportPlatformPos = settings->ViewportPlatformPos;
if (ImLengthSqr(settings->Size) > 0.00001f)
size = settings->Size;
}
@ -5926,7 +5926,7 @@ static void ImGui::SetWindowViewportTranslateToPreservePlatformPos(ImGuiWindow*
{
if (prev_viewport == curr_viewport)
return;
ImVec2 new_pos = ConvertOsDesktopPosToViewportPos(ConvertViewportPosToOsDesktopPos(window->PosFloat, prev_viewport), curr_viewport);
ImVec2 new_pos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->PosFloat, prev_viewport), curr_viewport);
if ((window->FlagsPreviousFrame ^ window->Flags) & ImGuiWindowFlags_NoTitleBar)
{
// As a convenience, automatically adjust for client rect difference for the common use case of toggling the imgui title-bar when we move our tools to a separate OS window
@ -5980,9 +5980,9 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
if (!window_is_mouse_tooltip && !current_viewport->GetRect().Contains(window->Rect()))
{
// Create an undecorated, temporary OS/platform window
ImVec2 os_desktop_pos = ConvertViewportPosToOsDesktopPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseViewport);
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseViewport);
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
ImGuiViewport* viewport = Viewport(window, window->ID, viewport_flags, os_desktop_pos, window->Size);
ImGuiViewport* viewport = Viewport(window, window->ID, viewport_flags, platform_pos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport;
window->Viewport = viewport;
created_viewport = true;
@ -6013,15 +6013,15 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
if (window->Viewport == NULL && window->ParentWindow)
window->Viewport = window->ParentWindow->Viewport;
// Restore a viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportOsDesktopPos'
// Restore a viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPlatformPos'
if (window->Viewport == NULL && window->ViewportId != 0)
{
window->Viewport = FindViewportByID(window->ViewportId);
if (window->Viewport == NULL)
{
if (window->ViewportOsDesktopPos.x != FLT_MAX && window->ViewportOsDesktopPos.y != FLT_MAX)
if (window->ViewportPlatformPos.x != FLT_MAX && window->ViewportPlatformPos.y != FLT_MAX)
{
ImGuiViewport* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportOsDesktopPos, window->Size);
ImGuiViewport* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport;
window->Viewport = viewport;
created_viewport = true;
@ -6043,7 +6043,7 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
window->Viewport->Flags |= ImGuiViewportFlags_NoDecoration;
if (!window->Viewport->PlatformRequestResize)
window->Viewport->Size = window->Size;
window->Viewport->PlatformOsDesktopPos = ConvertViewportPosToOsDesktopPos(window->Pos, window->Viewport);
window->Viewport->PlatformPos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
window->Flags |= ImGuiWindowFlags_FullViewport;
}
@ -6192,7 +6192,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
if (pos_target.x != FLT_MAX)
{
if (window->Flags & ImGuiWindowFlags_FullViewport)
window->Viewport->PlatformOsDesktopPos = ConvertViewportPosToOsDesktopPos(ImFloor(pos_target), window->Viewport);
window->Viewport->PlatformPos = ConvertViewportPosToPlatformPos(ImFloor(pos_target), window->Viewport);
else
window->Pos = window->PosFloat = ImFloor(pos_target);
MarkIniSettingsDirty(window);
@ -6553,7 +6553,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
// When a window is marked as owning its viewport, we immediately update the viewport after a resize
window->ViewportOsDesktopPos = window->Viewport->PlatformOsDesktopPos;
window->ViewportPlatformPos = window->Viewport->PlatformPos;
if (flags & ImGuiWindowFlags_FullViewport)
if (window->Size.x != window->Viewport->Size.x || window->Size.y != window->Viewport->Size.y)
{
@ -14020,8 +14020,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, DrawLists: %d, Size: (%.0f,%.0f)", i, viewport->ID, viewport->DrawDataBuilder.GetDrawListCount(), viewport->Size.x, viewport->Size.y))
{
ImGui::BulletText("Pos: (%.0f,%.0f)", viewport->Pos.x, viewport->Pos.y);
ImGui::BulletText("PlatformPos: (%.0f,%.0f); DpiScale: %.0f%%", viewport->PlatformPos.x, viewport->PlatformPos.y, viewport->DpiScale * 100.0f);
ImGui::BulletText("Flags: 0x%04X", viewport->Flags);
ImGui::BulletText("PlatformOsDesktopPos: (%.0f,%.0f); DpiScale: %.0f%%", viewport->PlatformOsDesktopPos.x, viewport->PlatformOsDesktopPos.y, viewport->DpiScale * 100.0f);
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");

View File

@ -408,11 +408,11 @@ struct ImGuiWindowSettings
ImGuiID Id;
ImVec2 Pos;
ImVec2 Size;
ImVec2 ViewportOsDesktopPos;
ImVec2 ViewportPlatformPos;
ImGuiID ViewportId;
bool Collapsed;
ImGuiWindowSettings() { Name = NULL; Id = ViewportId = 0; Pos = Size = ImVec2(0,0); ViewportOsDesktopPos = ImVec2(FLT_MAX, FLT_MAX); Collapsed = false; }
ImGuiWindowSettings() { Name = NULL; Id = ViewportId = 0; Pos = Size = ImVec2(0,0); ViewportPlatformPos = ImVec2(FLT_MAX, FLT_MAX); Collapsed = false; }
};
struct ImGuiSettingsHandler
@ -532,7 +532,7 @@ struct ImGuiViewport
ImDrawDataBuilder DrawDataBuilder;
// [Optional] OS/Platform Layer data. This is to allow the creation/manipulate of multiple OS/Platform windows. Not all back-ends will allow this.
ImVec2 PlatformOsDesktopPos; // Position in OS desktop/native space
ImVec2 PlatformPos; // Position in OS desktop/native space
void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context)
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. HWND, GlfwWindow*)
bool PlatformRequestClose; // Platform window requested closure
@ -952,7 +952,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiViewport* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here
ImGuiID ViewportId; // Inactive windows preserve their last viewport id (since the viewport may disappear with the window inactivity)
ImVec2 ViewportOsDesktopPos;
ImVec2 ViewportPlatformPos;
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
@ -1082,7 +1082,7 @@ namespace ImGui
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// Viewports
IMGUI_API ImGuiViewport* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
IMGUI_API ImGuiViewport* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
inline ImVector<ImGuiViewport*>&GetViewports() { return GImGui->Viewports; }
inline ImGuiViewport* GetMainViewport() { return GImGui->Viewports[0]; }
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id);