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Viewport: Added Platform_UpdateWindow hook for general purpose: Rework Win32 code to reflect viewport flags changes into Win32 while the window is active.
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5305c32242
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4a6f95acc8
@ -431,33 +431,38 @@ struct ImGuiViewportDataWin32
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~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
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~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
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};
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};
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static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
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{
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if (flags & ImGuiViewportFlags_NoDecoration)
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*out_style = WS_POPUP;
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else
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*out_style = WS_OVERLAPPEDWINDOW;
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if (flags & ImGuiViewportFlags_NoTaskBarIcon)
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*out_ex_style = WS_EX_TOOLWINDOW;
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else
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*out_ex_style = WS_EX_APPWINDOW;
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if (flags & ImGuiViewportFlags_TopMost)
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*out_ex_style |= WS_EX_TOPMOST;
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}
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static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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{
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{
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
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viewport->PlatformUserData = data;
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viewport->PlatformUserData = data;
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bool no_decoration = (viewport->Flags & ImGuiViewportFlags_NoDecoration) != 0;
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// Select style and parent window
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bool no_task_bar_icon = (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) != 0;
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HWND parent_window = g_hWnd;
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if (no_decoration)
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ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle);
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{
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data->DwStyle = WS_POPUP;
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data->DwExStyle = no_task_bar_icon ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
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}
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else
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{
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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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// Create window
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RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
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RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
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data->Hwnd = ::CreateWindowEx(
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data->Hwnd = ::CreateWindowEx(
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data->DwExStyle, _T("ImGui Platform"), _T("No Title Yet"), data->DwStyle, // Style, class name, window name
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data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name
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rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
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rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
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g_hWnd, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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data->HwndOwned = true;
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data->HwndOwned = true;
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viewport->PlatformRequestResize = false;
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viewport->PlatformRequestResize = false;
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viewport->PlatformHandle = data->Hwnd;
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viewport->PlatformHandle = data->Hwnd;
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@ -491,6 +496,31 @@ static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
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::ShowWindow(data->Hwnd, SW_SHOW);
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::ShowWindow(data->Hwnd, SW_SHOW);
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}
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}
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static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
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{
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// (Optional) Update Win32 style if it changed _after_ creation.
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// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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DWORD new_style;
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DWORD new_ex_style;
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ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
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// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
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if (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
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{
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data->DwStyle = new_style;
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data->DwExStyle = new_ex_style;
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::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
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::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle);
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RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
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::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
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::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
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viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
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}
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}
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static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
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static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
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{
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{
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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@ -695,6 +725,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
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#if HAS_WIN32_IME
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#if HAS_WIN32_IME
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@ -7794,6 +7794,10 @@ void ImGui::UpdatePlatformWindows()
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g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
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g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
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viewport->LastAlpha = viewport->Alpha;
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viewport->LastAlpha = viewport->Alpha;
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// Optional, general purpose call to allow the back-end to perform general book-keeping even if things haven't changed.
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if (g.PlatformIO.Platform_UpdateWindow)
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g.PlatformIO.Platform_UpdateWindow(viewport);
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if (is_new_platform_window)
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if (is_new_platform_window)
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{
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{
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// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
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// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
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1
imgui.h
1
imgui.h
@ -2186,6 +2186,7 @@ struct ImGuiPlatformIO
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bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
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bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
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void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
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void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
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void (*Platform_UpdateWindow)(ImGuiViewport* vp); // (Optional) Called in UpdatePlatforms(). Optional hook to allow the platform back-end from doing general book-keeping every frame.
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
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