Viewport: Comments.

This commit is contained in:
omar 2018-11-27 19:53:33 +01:00
parent 99c32ed4a5
commit 4cadb57c46

24
imgui.h
View File

@ -20,6 +20,7 @@ Index of this file:
// Helpers (ImVector, ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
// Platform interface for multi-viewport support (ImGuiPlatformMonitor, ImGuiPlatformIO, ImGuiViewport)
*/
@ -2066,7 +2067,7 @@ struct ImFont
//-----------------------------------------------------------------------------
// (Optional) Represent the bounds of each connected monitor/display
// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors
// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors.
struct ImGuiPlatformMonitor
{
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
@ -2075,12 +2076,16 @@ struct ImGuiPlatformMonitor
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; }
};
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. Access via ImGui::GetPlatformIO().
// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled.
// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, one for
// the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide both Platform
// and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart,
// apart from Destroy which are called the other way.
// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need
// specific behavior for your multi-window rendering.
struct ImGuiPlatformIO
{
//------------------------------------------------------------------
@ -2124,11 +2129,10 @@ struct ImGuiPlatformIO
// List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render)
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends.
enum ImGuiViewportFlags_
{
ImGuiViewportFlags_None = 0,
@ -2150,7 +2154,7 @@ struct ImGuiViewport
float DpiScale; // 1.0f = 96 DPI = No extra scale
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context)
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)