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Viewports: Minor tweaks. (#2471)
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parent
9bf3f910c8
commit
239c8732d7
11
imgui.cpp
11
imgui.cpp
@ -1099,6 +1099,7 @@ static void UpdateViewportsNewFrame();
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static void UpdateViewportsEndFrame();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
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static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
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static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
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static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
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static int FindPlatformMonitorForPos(const ImVec2& pos);
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@ -10233,6 +10234,12 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
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return true;
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}
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static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
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}
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// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
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void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
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{
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@ -10584,7 +10591,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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// We cannot test window->ViewportOwned as it set lower in the function.
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bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0);
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if (try_to_merge_into_host_viewport)
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UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
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UpdateTryMergeWindowIntoHostViewports(window);
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}
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// Fallback to default viewport
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@ -10618,7 +10625,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->Viewport->ID = window->ID;
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window->Viewport->LastNameHash = 0;
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}
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else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge?
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else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
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{
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// New viewport
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
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3
imgui.h
3
imgui.h
@ -2358,7 +2358,8 @@ enum ImGuiViewportFlags_
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ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
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ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
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ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only)
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ImGuiViewportFlags_Minimized = 1 << 7 // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
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ImGuiViewportFlags_Minimized = 1 << 7, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
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ImGuiViewportFlags_CanHostOtherWindows = 1 << 8 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window)
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};
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// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.
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@ -748,11 +748,6 @@ struct ImDrawDataBuilder
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IMGUI_API void FlattenIntoSingleLayer();
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};
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enum ImGuiViewportFlagsPrivate_
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{
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ImGuiViewportFlags_CanHostOtherWindows = 1 << 10 // Normal viewports are associated to a single window. The main viewport can host multiple windows.
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};
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// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
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// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP.
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struct ImGuiViewportP : public ImGuiViewport
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