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https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame, which will simplify things for an upcoming commit.
(Will backport some of this back to master now.)
This commit is contained in:
parent
c122c0ef89
commit
1dc3af381a
155
imgui.cpp
155
imgui.cpp
@ -959,7 +959,8 @@ static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVe
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static void RenderWindowOuterBorders(ImGuiWindow* window);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
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static void EndFrameDrawDimmedBackgrounds();
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static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
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static void RenderDimmedBackgrounds();
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// Viewports
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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@ -4623,58 +4624,86 @@ static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
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return window;
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}
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static void ImGui::EndFrameDrawDimmedBackgrounds()
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static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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ImGuiViewportP* viewport = window->Viewport;
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ImRect viewport_rect = viewport->GetMainRect();
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// Draw behind window by moving the draw command at the FRONT of the draw list
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{
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ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
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draw_list->AddDrawCmd();
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draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
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draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
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ImDrawCmd cmd = draw_list->CmdBuffer.back();
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IM_ASSERT(cmd.ElemCount == 6);
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draw_list->CmdBuffer.pop_back();
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draw_list->CmdBuffer.push_front(cmd);
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}
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// Draw over sibling docking nodes in a same docking tree
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if (window->RootWindow->DockIsActive)
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{
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ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
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draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
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//if (window->RootWindowDockTree != window->RootWindow)
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RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
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draw_list->PopClipRect();
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}
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}
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static void ImGui::RenderDimmedBackgrounds()
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{
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ImGuiContext& g = *GImGui;
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// Draw modal whitening background on _other_ viewports than the one the modal is one
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ImGuiWindow* modal_window = GetTopMostPopupModal();
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ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
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const bool dim_bg_for_modal = (modal_window != NULL);
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const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL);
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if (dim_bg_for_modal || dim_bg_for_window_list)
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_n];
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if (modal_window && viewport == modal_window->Viewport)
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continue;
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if (g.NavWindowingListWindow && viewport == g.NavWindowingListWindow->Viewport)
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continue;
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if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport)
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continue;
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if (viewport->Window && modal_window && IsWindowAbove(viewport->Window, modal_window))
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continue;
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ImDrawList* draw_list = GetForegroundDrawList(viewport);
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const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
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draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
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}
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const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
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if (!dim_bg_for_modal && !dim_bg_for_window_list)
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return;
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// Draw modal whitening background behind CTRL-TAB list
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if (dim_bg_for_window_list && g.NavWindowingTargetAnim->Active)
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ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
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if (dim_bg_for_modal)
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{
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// Choose a draw list that will be front-most across all our children
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// In the unlikely case that the window wasn't made active we can't rely on its drawlist and skip rendering all-together.
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// Draw dimming behind modal
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RenderDimmedBackgroundBehindWindow(modal_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
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viewports_already_dimmed[0] = modal_window->Viewport;
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}
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else if (dim_bg_for_window_list)
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{
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// Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
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RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
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if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
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RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
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viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
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viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
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// Draw border around CTRL+Tab target window
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ImGuiWindow* window = g.NavWindowingTargetAnim;
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ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
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draw_list->PushClipRectFullScreen();
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// Docking: draw modal whitening background on other nodes of a same dock tree
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// For CTRL+TAB within a docking node we need to render the dimming background in 8 steps
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// (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted)
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if (window->RootWindow->DockIsActive)
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if (window->RootWindowDockTree != window->RootWindow)
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RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding);
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// Draw navigation selection/windowing rectangle border
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float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
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ImGuiViewport* viewport = window->Viewport;
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float distance = g.FontSize;
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ImRect bb = window->Rect();
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bb.Expand(g.FontSize);
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if (!window->Viewport->GetMainRect().Contains(bb)) // If a window fits the entire viewport, adjust its highlight inward
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{
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bb.Expand(-g.FontSize - 1.0f);
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rounding = window->WindowRounding;
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}
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draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f);
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draw_list->PopClipRect();
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bb.Expand(distance);
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if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
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bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
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window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
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window->DrawList->PopClipRect();
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}
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// Draw dimming background on _other_ viewports than the ones our windows are in
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_n];
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if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
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continue;
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if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
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continue;
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ImDrawList* draw_list = GetForegroundDrawList(viewport);
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const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
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draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
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}
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}
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@ -4740,9 +4769,6 @@ void ImGui::EndFrame()
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// Initiate moving window + handle left-click and right-click focus
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UpdateMouseMovingWindowEndFrame();
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// Draw modal/window whitening backgrounds
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EndFrameDrawDimmedBackgrounds();
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// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
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UpdateViewportsEndFrame();
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@ -4785,6 +4811,7 @@ void ImGui::Render()
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if (g.FrameCountEnded != g.FrameCount)
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EndFrame();
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const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
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g.FrameCountRendered = g.FrameCount;
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g.IO.MetricsRenderWindows = 0;
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@ -4814,6 +4841,10 @@ void ImGui::Render()
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if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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// Draw modal/window whitening backgrounds
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if (first_render_of_frame)
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RenderDimmedBackgrounds();
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ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4];
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if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
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g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]);
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@ -4827,7 +4858,7 @@ void ImGui::Render()
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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// (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor)
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if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f)
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if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f && first_render_of_frame)
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{
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float scale = g.Style.MouseCursorScale * viewport->DpiScale;
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if (viewport->GetMainRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale)))
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@ -6723,20 +6754,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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PushClipRect(host_rect.Min, host_rect.Max, false);
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// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
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ImGuiWindow* window_window_list = g.NavWindowingListWindow;
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const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
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const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindowDockTree) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport));
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if (dim_bg_for_modal || dim_bg_for_window_list)
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{
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const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
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if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
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window->DrawList->ChannelsSetCurrent(0);
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window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
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if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
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window->DrawList->ChannelsSetCurrent(1);
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}
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// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
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// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
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// FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
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@ -8985,6 +9002,16 @@ ImGuiWindow* ImGui::GetTopMostPopupModal()
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return NULL;
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}
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ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
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{
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ImGuiContext& g = *GImGui;
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for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
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if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
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if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
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return popup;
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return NULL;
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}
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void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
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{
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ImGuiContext& g = *GImGui;
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@ -2772,6 +2772,7 @@ namespace ImGui
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IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
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IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API ImGuiWindow* GetTopMostPopupModal();
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IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
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IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
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IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
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