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https://github.com/Drezil/imgui.git
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Viewport: Coupling non-main viewport to one window. Viewport name derived from the window. Added ImGuiConfigFlags_PlatformNoTaskBar, off by default (aka re-established task-bars by default for now). (#1542)
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@ -116,6 +116,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -139,6 +139,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -317,7 +317,6 @@ static void ImGui_ImplGlfw_CreateViewport(ImGuiViewport* viewport)
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
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data->WindowOwned = true;
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viewport->PlatformHandle = (void*)data->Window;
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viewport->Name = NULL;
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ImGui_ImplGlfw_InstallCallbacks(data->Window);
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}
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@ -358,7 +357,8 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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#if defined(_WIN32)
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// GLFW hack: Hide icon from task bar
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HWND hwnd = glfwGetWin32Window(data->Window);
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if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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@ -316,7 +316,8 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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// SDL hack: Hide icon from task bar
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// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
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if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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@ -291,15 +291,18 @@ static void ImGui_ImplWin32_CreateViewport(ImGuiViewport* viewport)
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ImGuiPlatformDataWin32* data = IM_NEW(ImGuiPlatformDataWin32)();
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viewport->PlatformUserData = data;
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if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
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ImGuiIO& io = ImGui::GetIO();
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bool no_decoration = (viewport->Flags & ImGuiViewportFlags_NoDecoration) != 0;
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bool no_task_bar = (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar) != 0;
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if (no_decoration)
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{
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data->DwStyle = WS_POPUP;
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data->DwExStyle = 0;
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data->DwExStyle = no_task_bar ? 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 = WS_EX_TOOLWINDOW;
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data->DwExStyle = no_task_bar ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
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}
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// Create window
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@ -36,6 +36,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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@ -38,6 +38,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplSDL2_Init(window, gl_context);
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@ -345,6 +345,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplVulkan_InitInfo init_info = {};
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@ -354,6 +354,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplVulkan_InitInfo init_info = {};
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36
imgui.cpp
36
imgui.cpp
@ -3269,7 +3269,7 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
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{
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// Create new viewport
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ImVec2 os_pos = ConvertViewportPosToOsDesktopPos(window->Pos, window->Viewport);
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ImGuiViewport* viewport = Viewport(window->ID, 0, os_pos, window->Size);
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ImGuiViewport* viewport = Viewport(window, window->ID, 0, os_pos, window->Size);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
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}
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}
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@ -3388,7 +3388,7 @@ static void ImGui::UpdateViewports()
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ImVec2 main_viewport_os_desktop_pos = ImVec2(0.0f, 0.0f);
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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main_viewport_os_desktop_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
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Viewport(IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_os_desktop_pos, g.IO.DisplaySize);
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Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_os_desktop_pos, g.IO.DisplaySize);
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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{
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@ -3454,6 +3454,7 @@ static void UpdatePlatformWindows()
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ImGuiViewport* viewport = g.Viewports[i];
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if ((viewport->Flags & ImGuiViewportFlags_MainViewport) || (viewport->LastFrameActive < g.FrameCount))
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continue;
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IM_ASSERT(viewport->Window != NULL);
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viewport->PlatformRequestClose = false;
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// FIXME-PLATFORM
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@ -3466,13 +3467,17 @@ static void UpdatePlatformWindows()
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g.IO.PlatformInterface.SetWindowPos(viewport, viewport->PlatformOsDesktopPos);
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g.IO.PlatformInterface.SetWindowSize(viewport, viewport->Size);
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char name[20];
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sprintf(name, "Viewport_%08X", viewport->ID);
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if (viewport->Name == NULL || strcmp(viewport->Name, name) != 0)
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// Update title bar
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const char* title_begin = viewport->Window->Name;
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const char* title_end = ImGui::FindRenderedTextEnd(title_begin);
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const ImGuiID title_hash = ImHash(title_begin, (int)(title_end - title_begin));
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if (viewport->LastNameHash != title_hash )
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{
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g.IO.PlatformInterface.SetWindowTitle(viewport, name);
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ImGui::MemFree(viewport->Name);
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viewport->Name = ImStrdup(name);
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viewport->LastNameHash = title_hash;
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char* title_displayed = ImStrdup(viewport->Window->Name);
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title_displayed[title_end - title_begin] = 0;
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g.IO.PlatformInterface.SetWindowTitle(viewport, title_displayed);
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ImGui::MemFree(title_displayed);
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}
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if (is_new_window)
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@ -4512,7 +4517,7 @@ void ImGui::SetCurrentViewport(ImGuiViewport* viewport)
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g.IO.PlatformInterface.BeginViewport(g.CurrentViewport);
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}
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ImGuiViewport* ImGui::Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
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ImGuiViewport* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(id != 0);
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@ -4532,6 +4537,7 @@ ImGuiViewport* ImGui::Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec
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}
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IM_ASSERT(viewport->Pos.y == 0.0f);
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viewport->Window = window;
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viewport->Flags = flags;
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viewport->PlatformOsDesktopPos = os_desktop_pos;
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viewport->LastFrameActive = g.FrameCount;
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@ -5940,8 +5946,8 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
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{
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// Create an undecorated, temporary OS/platform window
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ImVec2 os_desktop_pos = ConvertViewportPosToOsDesktopPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseViewport);
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ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
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ImGuiViewport* viewport = Viewport(window->ID, viewport_flags, os_desktop_pos, window->Size);
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ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
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ImGuiViewport* viewport = Viewport(window, window->ID, viewport_flags, os_desktop_pos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
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window->Viewport = viewport;
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created_viewport = true;
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@ -5980,7 +5986,7 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
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{
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if (window->ViewportOsDesktopPos.x != FLT_MAX && window->ViewportOsDesktopPos.y != FLT_MAX)
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{
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ImGuiViewport* viewport = Viewport(window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportOsDesktopPos, window->Size);
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ImGuiViewport* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportOsDesktopPos, window->Size);
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window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
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window->Viewport = viewport;
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created_viewport = true;
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@ -6005,6 +6011,10 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
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window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
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}
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// If the OS window has a title bar, hide our imgui title bar
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if ((window->Flags & ImGuiWindowFlags_FullViewport) && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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window->Flags |= ImGuiWindowFlags_NoTitleBar;
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// Disable rounding for the window
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if (window->Viewport != main_viewport)
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window->WindowRounding = 0.0f;
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@ -13933,6 +13943,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, DrawLists: %d, Size: (%.0f,%.0f)", i, viewport->ID, draw_data->Layers[0].Size, viewport->Size.x, viewport->Size.y))
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{
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ImGui::BulletText("Pos: (%.0f,%.0f)", viewport->Pos.x, viewport->Pos.y);
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ImGui::BulletText("Flags: 0x%04X", viewport->Flags);
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ImGui::BulletText("PlatformOsDesktopPos: (%.0f,%.0f)", viewport->PlatformOsDesktopPos.x, viewport->PlatformOsDesktopPos.y);
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[0].Size; draw_list_i++)
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Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[0][draw_list_i], "DrawList");
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ImGui::TreePop();
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17
imgui.h
17
imgui.h
@ -779,16 +779,17 @@ enum ImGuiConfigFlags_
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// [BETA] Viewports
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ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
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ImGuiConfigFlags_PlatformHasViewports = 1 << 5, // Back-end Platform supports multiple viewports
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ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 6, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
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ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 7, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 8, // Back-end Platform supports transparent windows
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ImGuiConfigFlags_RendererHasViewports = 1 << 9, // Back-end Renderer supports multiple viewports
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ImGuiConfigFlags_PlatformNoTaskBar = 1 << 5,
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ImGuiConfigFlags_PlatformHasViewports = 1 << 6, // Back-end Platform supports multiple viewports
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ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 7, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
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ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 8, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 9, // Back-end Platform supports transparent windows
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ImGuiConfigFlags_RendererHasViewports = 1 << 10, // Back-end Renderer supports multiple viewports
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// Platform Info (free of use, for user/application convenience)
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ImGuiConfigFlags_IsSRGB = 1 << 10, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsTouchScreen = 1 << 11, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 22 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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@ -530,7 +530,8 @@ struct ImGuiViewport
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ImGuiViewportFlags Flags;
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int LastFrameActive;
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int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
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char* Name; // Name (OPTIONAL)
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ImGuiID LastNameHash;
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ImGuiWindow* Window;
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ImVec2 Pos; // Position in imgui virtual space (Pos.y == 0.0)
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ImVec2 Size;
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ImDrawData DrawData;
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@ -538,14 +539,15 @@ struct ImGuiViewport
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// [Optional] OS/Platform Layer data. This is to allow the creation/manipulate of multiple OS/Platform windows. Not all back-ends will allow this.
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ImVec2 PlatformOsDesktopPos; // Position in OS desktop/native space
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float PlatformDpiScale; // FIXME-DPI: Unused
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void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. HWND, GlfwWindow*)
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bool PlatformRequestClose; // Platform window requested closure
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bool PlatformRequestResize; // Platform window requested resize
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. framebuffer)
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ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; Name = NULL; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); if (Name) ImGui::MemFree(Name); }
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ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; PlatformDpiScale = 1.0f; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
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};
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@ -1084,7 +1086,7 @@ namespace ImGui
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IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
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// Viewports
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IMGUI_API ImGuiViewport* Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
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IMGUI_API ImGuiViewport* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
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inline ImVector<ImGuiViewport*>&GetViewports() { return GImGui->Viewports; }
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inline ImGuiViewport* GetMainViewport() { return GImGui->Viewports[0]; }
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IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id);
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