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Viewport: Added GetWindowViewport() to query the current viewport for the current window. Comments. ()

This commit is contained in:
omar 2018-05-15 11:04:07 +02:00
parent b0fb340b57
commit 1cafdb5b46
2 changed files with 17 additions and 3 deletions

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@ -264,6 +264,11 @@
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
(Viewport Branch) (Viewport Branch)
- 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
- likewise io.MousePos and GetMousePos() will use OS coordinates coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 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) - 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)
@ -8125,6 +8130,13 @@ ImDrawList* ImGui::GetWindowDrawList()
return window->DrawList; return window->DrawList;
} }
ImGuiViewport* ImGui::GetWindowViewport()
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(window->Viewport != NULL);
return window->Viewport;
}
ImFont* ImGui::GetFont() ImFont* ImGui::GetFont()
{ {
return GImGui->Font; return GImGui->Font;

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@ -196,7 +196,8 @@ namespace ImGui
IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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! 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!
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
@ -580,8 +581,9 @@ namespace ImGui
IMGUI_API void MemFree(void* ptr); IMGUI_API void MemFree(void* ptr);
// (Optional) Platform/OS interface for multi-viewport support // (Optional) Platform/OS interface for multi-viewport support
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list. IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list.
IMGUI_API ImGuiViewport* GetMainViewport(); // shortcut to == GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0] IMGUI_API ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
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. 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.
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. 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.
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(). 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().
@ -1971,7 +1973,7 @@ struct ImGuiPlatformIO
// Output - List of viewports to render into platform windows // Output - List of viewports to render into platform windows
//------------------------------------------------------------------ //------------------------------------------------------------------
// List of viewports (updated by ImGui::UpdatePlatformWindows() along when calling the Platform/Renderer functions) // List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render)
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports. ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.