Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.

Amend 606175b9, d8ab2c1a.
However becomes inconsistent with viewport-enabled setup. Should report some of that logic in master, need back-end rework.
This commit is contained in:
omar 2019-11-26 21:02:28 +01:00
parent 1c3a9c8e74
commit 3096e7a9cd

View File

@ -10476,7 +10476,8 @@ static void ImGui::UpdateViewportsNewFrame()
IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
// Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
if (viewports_enabled)
{ {
for (int n = 0; n < g.Viewports.Size; n++) for (int n = 0; n < g.Viewports.Size; n++)
{ {
@ -10493,15 +10494,19 @@ static void ImGui::UpdateViewportsNewFrame()
} }
} }
// Create/update main viewport with current platform position and size // Create/update main viewport with current platform position.
// FIXME-VIEWPORT: Size is driven by back-end/user code for backward-compatibility but we should aim to make this more consistent.
ImGuiViewportP* main_viewport = g.Viewports[0]; ImGuiViewportP* main_viewport = g.Viewports[0];
IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
IM_ASSERT(main_viewport->Window == NULL); IM_ASSERT(main_viewport->Window == NULL);
ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
ImVec2 main_viewport_platform_size = g.IO.DisplaySize; ImVec2 main_viewport_size = g.IO.DisplaySize;
if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
main_viewport_platform_pos = (main_viewport->Flags & ImGuiViewportFlags_Minimized) ? main_viewport->Pos : g.PlatformIO.Platform_GetWindowPos(main_viewport); {
AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, main_viewport_platform_size, ImGuiViewportFlags_CanHostOtherWindows); main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
main_viewport_size = main_viewport->Size;
}
AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_CanHostOtherWindows);
g.CurrentDpiScale = 0.0f; g.CurrentDpiScale = 0.0f;
g.CurrentViewport = NULL; g.CurrentViewport = NULL;
@ -10535,7 +10540,7 @@ static void ImGui::UpdateViewportsNewFrame()
} }
const bool platform_funcs_available = viewport->PlatformWindowCreated; const bool platform_funcs_available = viewport->PlatformWindowCreated;
if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) if (viewports_enabled)
{ {
// Update Position and Size (from Platform Window to ImGui) if requested. // Update 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.
@ -10585,7 +10590,7 @@ static void ImGui::UpdateViewportsNewFrame()
viewport->DpiScale = new_dpi_scale; viewport->DpiScale = new_dpi_scale;
} }
if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) if (!viewports_enabled)
{ {
g.MouseViewport = main_viewport; g.MouseViewport = main_viewport;
return; return;