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Viewport: Added GetWindowViewport() to query the current viewport for the current window. Comments. (#1542)
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12
imgui.cpp
12
imgui.cpp
@ -264,6 +264,11 @@
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Viewport Branch)
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- 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
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you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
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- likewise io.MousePos and GetMousePos() will use OS coordinates coordinates.
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
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- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayMin..DisplayMax range, I don't know of anyone using it)
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@ -8125,6 +8130,13 @@ ImDrawList* ImGui::GetWindowDrawList()
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return window->DrawList;
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}
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ImGuiViewport* ImGui::GetWindowViewport()
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{
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(window->Viewport != NULL);
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return window->Viewport;
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}
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ImFont* ImGui::GetFont()
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{
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return GImGui->Font;
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8
imgui.h
8
imgui.h
@ -196,7 +196,8 @@ namespace ImGui
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IMGUI_API bool IsWindowCollapsed();
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IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
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IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
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IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
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IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
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IMGUI_API ImVec2 GetWindowSize(); // get current window size
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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@ -580,8 +581,9 @@ namespace ImGui
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IMGUI_API void MemFree(void* ptr);
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// (Optional) Platform/OS interface for multi-viewport support
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// Note: You may use GetWindowViewport() to get the current viewport of the current window.
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IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list.
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IMGUI_API ImGuiViewport* GetMainViewport(); // shortcut to == GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]
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IMGUI_API ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
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IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport. may be reimplemented by user for custom rendering needs.
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IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
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@ -1971,7 +1973,7 @@ struct ImGuiPlatformIO
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// Output - List of viewports to render into platform windows
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//------------------------------------------------------------------
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// List of viewports (updated by ImGui::UpdatePlatformWindows() along when calling the Platform/Renderer functions)
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// List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render)
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ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
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ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
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