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https://github.com/Drezil/imgui.git
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Viewport, Platform: Added ImGuiViewportFlags_TopMost that will be used by tooltip window (without it, clicking and holding the window emitting the tooltip would move the tooltip to the back) + GLFW backend fixes for non-win32 platforms. (#1542)
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@ -41,8 +41,10 @@
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#define GLFW_HAS_GLFW_HOVERED 0
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#endif
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
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// Data
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enum GlfwClientApi
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{
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@ -357,6 +359,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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glfwWindowHint(GLFW_VISIBLE, false);
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glfwWindowHint(GLFW_FOCUSED, false);
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
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#if GLFW_HAS_WINDOW_TOPMOST
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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & imGuiViewportFlags_TopMost) ? true : false);
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#endif
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GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
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data->WindowOwned = true;
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@ -373,7 +378,7 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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{
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if (data->WindowOwned)
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{
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#if GLFW_HAS_GLFW_HOVERED
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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HWND hwnd = glfwGetWin32Window(data->Window);
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::RemovePropA(hwnd, "IMGUI_VIEWPORT");
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#endif
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@ -419,7 +424,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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}
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// GLFW hack: install hook for WM_NCHITTEST message handler
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#if GLFW_HAS_GLFW_HOVERED
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
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if (g_GlfwWndProc == NULL)
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g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
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@ -34,6 +34,7 @@
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#include <SDL_syswm.h>
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#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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@ -317,6 +318,9 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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#if SDL_HAS_ALWAYS_ON_TOP
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sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
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#endif
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data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->WindowOwned = true;
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if (use_opengl)
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@ -389,6 +389,8 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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data->DwStyle = WS_OVERLAPPEDWINDOW;
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data->DwExStyle = no_task_bar_icon ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
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}
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if (viewport->Flags & imGuiViewportFlags_TopMost)
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data->DwExStyle |= WS_EX_TOPMOST;
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// Create window
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RECT rect = { (LONG)viewport->PlatformPos.x, (LONG)viewport->PlatformPos.y, (LONG)(viewport->PlatformPos.x + viewport->Size.x), (LONG)(viewport->PlatformPos.y + viewport->Size.y) };
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24
imgui.cpp
24
imgui.cpp
@ -434,7 +434,7 @@
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perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
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Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
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have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
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were targetted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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Q: How can I display an image? What is ImTextureID, how does it works?
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A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
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@ -766,7 +766,7 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi
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static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
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static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
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static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
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static ImGuiViewportP* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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static ImGuiViewportP* AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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static void UpdateViewports();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void SetCurrentViewport(ImGuiViewportP* viewport);
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@ -3330,7 +3330,7 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
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{
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// Create/persist new viewport
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ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
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ImGuiViewportP* viewport = Viewport(window, window->ID, 0, platform_pos, window->Size);
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ImGuiViewportP* viewport = AddViewport(window, window->ID, 0, platform_pos, window->Size);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
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}
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}
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@ -3475,7 +3475,7 @@ static void ImGui::UpdateViewports()
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ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport);
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Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
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AddViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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@ -3560,10 +3560,16 @@ void ImGui::UpdatePlatformWindows()
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continue;
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}
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// Update ImGuiViewportFlags_NoTaskBarIcon flag
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// New windows that appears directly in a new viewport won't always have a size on their frame
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if (viewport->Size.x <= 0 || viewport->Size.y <= 0)
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continue;
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// Update viewport flags
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if (viewport->Window != NULL)
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{
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bool topmost = (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) != 0;
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bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
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viewport->Flags = topmost ? (viewport->Flags | imGuiViewportFlags_TopMost) : (viewport->Flags & ~imGuiViewportFlags_TopMost);
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viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon);
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}
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@ -4506,7 +4512,7 @@ void ImGui::EndFrame()
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for (int i = 0; i < g.Viewports.Size; i++)
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{
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ImGuiViewportP* viewport = g.Viewports[i];
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if (viewport->LastFrameActive < g.FrameCount)
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if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
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continue;
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if (i > 0)
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IM_ASSERT(viewport->Window != NULL);
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@ -4679,7 +4685,7 @@ void ImGui::SetCurrentViewport(ImGuiViewportP* viewport)
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g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
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}
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ImGuiViewportP* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
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ImGuiViewportP* ImGui::AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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@ -6164,7 +6170,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->Viewport = FindViewportByID(window->ViewportId);
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if (window->Viewport == NULL && window->ViewportPlatformPos.x != FLT_MAX && window->ViewportPlatformPos.y != FLT_MAX)
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{
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ImGuiViewportP* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
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ImGuiViewportP* viewport = AddViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport;
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window->Viewport = viewport;
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created_viewport = true;
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@ -6189,7 +6195,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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// Calculate mouse position in OS/platform coordinates, create a Viewport at this position.
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ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MousePosViewport);
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ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
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ImGuiViewportP* viewport = Viewport(window, window->ID, viewport_flags, platform_pos, window->Size);
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ImGuiViewportP* viewport = AddViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport;
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window->Viewport = viewport;
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created_viewport = true;
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3
imgui.h
3
imgui.h
@ -1937,7 +1937,8 @@ enum ImGuiViewportFlags_
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ImGuiViewportFlags_NoFocusOnAppearing = 1 << 1, // Platform Window: Don't take focus when created.
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ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
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ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
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ImGuiViewportFlags_NoRendererClear = 1 << 4 // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
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ImGuiViewportFlags_NoRendererClear = 1 << 4, // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
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imGuiViewportFlags_TopMost = 1 << 5 // Platform Window: Display on top (for tooltips only)
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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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