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Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin().
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d5a4d53000
commit
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40
imgui.cpp
40
imgui.cpp
@ -6449,19 +6449,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
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{
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if (window->Viewport->PlatformMonitor == -1)
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{
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// Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport
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const ImGuiViewport* main_viewport = GetMainViewport();
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SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
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}
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else
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{
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ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor];
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visibility_rect.Min = monitor.WorkPos + visibility_padding;
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visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding;
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ClampWindowRect(window, visibility_rect);
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}
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// Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
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const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
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visibility_rect.Min = monitor->WorkPos + visibility_padding;
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visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
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ClampWindowRect(window, visibility_rect);
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}
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}
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window->Pos = ImFloor(window->Pos);
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@ -11534,6 +11526,17 @@ static void ImGui::UpdateViewportsNewFrame()
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viewport->DpiScale = new_dpi_scale;
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}
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// Update fallback monitor
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if (g.PlatformIO.Monitors.Size == 0)
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{
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ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
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monitor->MainPos = main_viewport->Pos;
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monitor->MainSize = main_viewport->Size;
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monitor->WorkPos = main_viewport->WorkPos;
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monitor->WorkSize = main_viewport->WorkSize;
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monitor->DpiScale = main_viewport->DpiScale;
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}
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if (!viewports_enabled)
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{
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g.MouseViewport = main_viewport;
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@ -12010,6 +12013,17 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
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viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
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}
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// Return value is always != NULL, but don't hold on it across frames.
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const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
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int monitor_idx = viewport->PlatformMonitor;
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if (monitor_idx >= 0 || monitor_idx < g.PlatformIO.Monitors.Size)
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return &g.PlatformIO.Monitors[monitor_idx];
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return &g.FallbackMonitor;
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}
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void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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@ -1542,6 +1542,7 @@ struct ImGuiContext
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiID PlatformLastFocusedViewportId;
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ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
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int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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// Gamepad/keyboard Navigation
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@ -2452,9 +2453,10 @@ namespace ImGui
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IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
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// Viewports
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IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
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IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
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IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
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IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
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IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
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IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
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const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
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// Settings
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IMGUI_API void MarkIniSettingsDirty();
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