Viewport: Avoid calling platform functions when window is not created (apart from Platform_GetWindowDpiScale, documented as such). Main viewport situation is still ambiguous. (#1542)

This commit is contained in:
omar 2018-11-29 21:28:47 +01:00
parent 36cbe1e521
commit 2fbbcaa339
3 changed files with 15 additions and 10 deletions

View File

@ -3681,7 +3681,7 @@ void ImGui::EndFrame()
IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()"); IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()");
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.PlatformIO.Platform_SetImeInputPos && g.PlatformImePosViewport != NULL && ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f) if (g.PlatformIO.Platform_SetImeInputPos && ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f && g.PlatformImePosViewport && g.PlatformImePosViewport->PlatformWindowCreated)
{ {
g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos);
g.PlatformImeLastPos = g.PlatformImePos; g.PlatformImeLastPos = g.PlatformImePos;
@ -7292,14 +7292,15 @@ static void ImGui::UpdateViewports()
continue; continue;
} }
const bool platform_funcs_available = (n == 0 || viewport->PlatformWindowCreated);
if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
{ {
if (g.PlatformIO.Platform_GetWindowMinimized && (n == 0 || viewport->PlatformWindowCreated)) if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
viewport->PlatformWindowMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); viewport->PlatformWindowMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
// Apply Position and Size (from Platform Window to ImGui) if requested. // Apply Position and Size (from Platform Window to ImGui) if requested.
// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
if (!viewport->PlatformWindowMinimized) if (!viewport->PlatformWindowMinimized && platform_funcs_available)
{ {
if (viewport->PlatformRequestMove) if (viewport->PlatformRequestMove)
viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
@ -7665,10 +7666,13 @@ void ImGui::UpdatePlatformWindows()
if (g.PlatformIO.Platform_GetWindowFocus != NULL) if (g.PlatformIO.Platform_GetWindowFocus != NULL)
{ {
ImGuiViewportP* focused_viewport = NULL; ImGuiViewportP* focused_viewport = NULL;
for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++) for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL) {
if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i])) ImGuiViewportP* viewport = g.Viewports[n];
focused_viewport = g.Viewports[i]; if (n == 0 || viewport->PlatformWindowCreated)
if (g.PlatformIO.Platform_GetWindowFocus(viewport))
focused_viewport = viewport;
}
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID) if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
{ {
if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
@ -7758,6 +7762,7 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
viewport->PlatformHandle = NULL; viewport->PlatformHandle = NULL;
viewport->RendererUserData = viewport->PlatformHandle = NULL; viewport->RendererUserData = viewport->PlatformHandle = NULL;
viewport->PlatformWindowCreated = false; viewport->PlatformWindowCreated = false;
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
} }
void ImGui::DestroyPlatformWindows() void ImGui::DestroyPlatformWindows()

View File

@ -2107,8 +2107,8 @@ struct ImGuiPlatformIO
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side) void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side)
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side) void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. (FIXME-DPI) float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. IMPORTANT: this will be called _before_ the window is created, in which case the implementation is expected to use the viewport->Pos/Size fields to estimate DPI value.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style. void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code

View File

@ -848,7 +848,7 @@ struct ImGuiContext
// Platform support // Platform support
ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
ImGuiViewport* PlatformImePosViewport; ImGuiViewportP* PlatformImePosViewport;
// Settings // Settings
bool SettingsLoaded; bool SettingsLoaded;