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https://github.com/Drezil/imgui.git
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Viewport: Comments, tweaks, renaming. Removed unnecessary stuff. Fixed zealous Clang warning. (#1542)
This commit is contained in:
parent
4649bf042e
commit
50e453a3e2
110
imgui.cpp
110
imgui.cpp
@ -759,7 +759,6 @@ static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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// Viewports
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
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static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
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static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
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static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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@ -2147,7 +2146,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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}
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// Filter by viewport
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if (window->Viewport != g.MousePosViewport)
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if (window->Viewport != g.MouseRefViewport)
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return false;
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return true;
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@ -2775,12 +2774,11 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
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static ImVec2 NavCalcPreferredMousePos()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.NavWindow;
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if (!window)
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if (!g.NavWindow)
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return g.IO.MousePos;
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const ImRect& rect_rel = window->NavRectRel[g.NavLayer];
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
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ImRect visible_rect = ImGui::GetViewportRect(window);
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ImRect visible_rect = g.NavWindow->Viewport->GetRect();
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return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
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}
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@ -3307,20 +3305,20 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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return;
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ImRect mouse_viewport_rect = g.MousePosViewport->GetRect();
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ImVec2 window_pos_in_mouse_viewport = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->Pos, window->Viewport), g.MousePosViewport);
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ImRect mouse_viewport_rect = g.MouseRefViewport->GetRect();
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ImVec2 window_pos_in_mouse_viewport = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->Pos, window->Viewport), g.MouseRefViewport);
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ImRect window_rect_in_mouse_viewport = ImRect(window_pos_in_mouse_viewport, window_pos_in_mouse_viewport + window->Size);
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if ((g.MousePosViewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && mouse_viewport_rect.Contains(window_rect_in_mouse_viewport))
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if ((g.MouseRefViewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && mouse_viewport_rect.Contains(window_rect_in_mouse_viewport))
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{
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// Drop on an existing viewport
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ImGuiViewportP* old_viewport = window->Viewport;
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, g.MousePosViewport);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, g.MouseRefViewport);
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// Move child/hosted windows as well (FIXME-OPT)
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if (window->ViewportOwned)
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for (int n = 0; n < g.Windows.Size; n++)
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if (g.Windows[n]->Viewport == old_viewport)
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SetWindowViewportTranslateToPreservePlatformPos(g.Windows[n], old_viewport, g.MousePosViewport);
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SetWindowViewportTranslateToPreservePlatformPos(g.Windows[n], old_viewport, g.MouseRefViewport);
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window->ViewportOwned = false;
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}
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else
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@ -3421,9 +3419,9 @@ static void ImGui::UpdateViewports()
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// Destroy
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if (viewport == viewport_ref) viewport_ref = NULL;
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if (viewport == g.MousePosViewport) g.MousePosViewport = NULL;
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if (viewport == g.MousePosPrevViewport) g.MousePosPrevViewport = NULL;
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if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL;
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if (viewport == g.MouseRefViewport) g.MouseRefViewport = NULL;
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if (viewport == g.MouseRefPrevViewport) g.MouseRefPrevViewport = NULL;
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if (viewport == g.MouseHoveredLastViewport) g.MouseHoveredLastViewport = NULL;
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IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_DELETE(viewport);
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@ -3478,7 +3476,7 @@ static void ImGui::UpdateViewports()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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g.MousePosViewport = g.MousePosPrevViewport = main_viewport;
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g.MouseRefViewport = g.MouseRefPrevViewport = main_viewport;
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return;
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}
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@ -3496,12 +3494,13 @@ static void ImGui::UpdateViewports()
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}
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else
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{
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// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
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// This search won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
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// If the back-end doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
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// A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
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// B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
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viewport_hovered = FindViewportHoveredFromPlatformWindowStack(mouse_platform_pos);
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}
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if (viewport_hovered != NULL)
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g.MouseHoveredPrevViewport = viewport_hovered;
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g.MouseHoveredLastViewport = viewport_hovered;
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// If reference viewport just has been deleted, use a position relative to the main viewport
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if (viewport_ref == NULL)
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@ -3510,9 +3509,9 @@ static void ImGui::UpdateViewports()
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g.IO.MousePos = ConvertPlatformPosToViewportPos(mouse_platform_pos, viewport_ref);
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}
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g.MousePosPrevViewport = g.MousePosViewport;
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g.MousePosViewport = viewport_ref;
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g.MousePosViewport->LastFrameAsRefViewport = g.FrameCount;
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g.MouseRefPrevViewport = g.MouseRefViewport;
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g.MouseRefViewport = viewport_ref;
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g.MouseRefViewport->LastFrameAsRefViewport = g.FrameCount;
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// When dragging something, always refer to the last hovered viewport (so when we are between viewport, our dragged preview will tend to show in the last viewport)
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive || (g.MovingWindow != NULL);
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@ -3520,15 +3519,15 @@ static void ImGui::UpdateViewports()
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if (is_mouse_dragging_with_an_expected_destination || is_mouse_all_released)
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{
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if (is_mouse_dragging_with_an_expected_destination)
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viewport_hovered = g.MouseHoveredPrevViewport;
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if (viewport_hovered != NULL && viewport_hovered != g.MousePosViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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viewport_hovered = g.MouseHoveredLastViewport;
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if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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{
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g.IO.MousePos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(g.IO.MousePos, g.MousePosViewport), viewport_hovered);
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g.MousePosViewport = viewport_hovered;
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g.IO.MousePos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(g.IO.MousePos, g.MouseRefViewport), viewport_hovered);
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g.MouseRefViewport = viewport_hovered;
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}
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}
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IM_ASSERT(g.MousePosViewport != NULL);
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IM_ASSERT(g.MouseRefViewport != NULL);
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}
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void ImGui::UpdatePlatformWindows()
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@ -3594,7 +3593,7 @@ void ImGui::UpdatePlatformWindows()
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// Update title bar
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const char* title_begin = viewport->Window->Name;
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char* title_end = (char*)ImGui::FindRenderedTextEnd(title_begin);
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char* title_end = (char*)(intptr_t)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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@ -3659,7 +3658,7 @@ static void NewFrameUpdateMouseInputs()
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ImGuiContext& g = *GImGui;
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
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if (ImGui::IsMousePosValid(&g.IO.MousePos) && ImGui::IsMousePosValid(&g.IO.MousePosPrev) && g.MousePosViewport == g.MousePosPrevViewport)
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if (ImGui::IsMousePosValid(&g.IO.MousePos) && ImGui::IsMousePosValid(&g.IO.MousePosPrev) && g.MouseRefViewport == g.MouseRefPrevViewport)
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g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
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else
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g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
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@ -3689,7 +3688,7 @@ static void NewFrameUpdateMouseInputs()
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g.IO.MouseClickedPos[i] = g.IO.MousePos;
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g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
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g.MouseClickedPosViewportId[i] = g.MousePosViewport->ID;
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g.MouseClickedPosViewportId[i] = g.MouseRefViewport->ID;
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}
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else if (g.IO.MouseDown[i])
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{
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@ -3714,7 +3713,7 @@ void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
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// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow();
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g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MousePosViewport);
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IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseRefViewport);
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// Modal windows prevents cursor from hovering behind them.
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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@ -4127,7 +4126,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.CurrentPopupStack.clear();
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g.CurrentViewport = g.MousePosViewport = g.MousePosPrevViewport = g.MouseHoveredPrevViewport = NULL;
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g.CurrentViewport = g.MouseRefViewport = g.MouseRefPrevViewport = g.MouseHoveredLastViewport = NULL;
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for (int i = 0; i < g.Viewports.Size; i++)
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IM_DELETE(g.Viewports[i]);
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g.Viewports.clear();
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@ -4575,7 +4574,7 @@ void ImGui::Render()
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_n];
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ImVec2 pos = (g.MousePosViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MousePosViewport), viewport);
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ImVec2 pos = (g.MouseRefViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MouseRefViewport), viewport);
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if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc)))
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{
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ImDrawList* draw_list = GetOverlayDrawList(viewport);
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@ -4674,7 +4673,7 @@ static void ImGui::TranslateOrEraseViewports(int viewport_idx_min, int viewport_
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ImGuiID viewport_id = viewport->ID;
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if (viewport_id == g.IO.MousePosViewport) // We are early in NewFrame and g.MousePosViewport hasn't been set, patch the source.
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g.IO.MousePos.x += delta_x;
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if (viewport == g.MousePosPrevViewport)
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if (viewport == g.MouseRefPrevViewport)
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g.IO.MousePosPrev.x += delta_x;
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for (int mouse_n = 0; mouse_n < IM_ARRAYSIZE(g.MouseClickedPosViewportId); mouse_n++)
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if (g.MouseClickedPosViewportId[mouse_n] == viewport_id)
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@ -5106,7 +5105,7 @@ static ImGuiWindow* FindHoveredWindow()
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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continue;
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IM_ASSERT(window->Viewport);
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if (window->Viewport != g.MousePosViewport)
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if (window->Viewport != g.MouseRefViewport)
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continue;
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// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
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@ -5134,7 +5133,7 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
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if (!rect_for_touch.Contains(g.IO.MousePos))
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return false;
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if (!g.MousePosViewport->GetRect().Overlaps(rect_clipped))
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if (!g.MouseRefViewport->GetRect().Overlaps(rect_clipped))
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return false;
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return true;
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}
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@ -5290,7 +5289,7 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
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lock_threshold = g.IO.MouseDragThreshold;
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if (g.IO.MouseDown[button])
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if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
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if (g.MousePosViewport->ID == g.MouseClickedPosViewportId[button])
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if (g.MouseRefViewport->ID == g.MouseClickedPosViewportId[button])
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return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
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return ImVec2(0.0f, 0.0f);
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}
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@ -5623,7 +5622,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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// Center modal windows by default
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// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
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if (g.NextWindowData.PosCond == 0)
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SetNextWindowPos(GetViewportRect(window).GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
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SetNextWindowPos(window->Viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
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bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
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if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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@ -5848,7 +5847,7 @@ enum ImGuiPopupPositionPolicy
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static ImRect FindScreenRectForWindow(ImGuiWindow* window)
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{
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ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
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ImRect r_screen(ImGui::GetViewportRect(window));
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ImRect r_screen(window->Viewport->GetRect());
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r_screen.Expand(ImVec2((window->Size.x - r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (window->Size.y - r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
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return r_screen;
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}
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@ -5927,11 +5926,13 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
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r_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Popup)
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{
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ImRect r_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Position tooltip (always follows mouse)
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@ -6060,25 +6061,25 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImGuiWindowFlags flags = window->Flags;
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ImVec2 size_auto_fit;
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if ((flags & ImGuiWindowFlags_Tooltip) != 0)
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
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size_auto_fit = size_contents;
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// Tooltip always resize
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return size_contents;
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}
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else
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{
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// When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 viewport_size = window->ViewportOwned ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->Size;
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size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, viewport_size - g.Style.DisplaySafeAreaPadding));
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ImVec2 avail_size = window->ViewportOwned ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->Size;
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ImVec2 size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, avail_size - g.Style.DisplaySafeAreaPadding));
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// When the window cannot fit all contents (either because of constraints, either because screen is too small),
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// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
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if (size_auto_fit_after_constraint.x < size_contents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
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if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
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size_auto_fit.y += style.ScrollbarSize;
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if (size_auto_fit_after_constraint.y < size_contents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
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if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar))
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size_auto_fit.x += style.ScrollbarSize;
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return size_auto_fit;
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}
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return size_auto_fit;
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}
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static float GetScrollMaxX(ImGuiWindow* window)
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@ -6201,6 +6202,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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else if (flags & ImGuiWindowFlags_ChildWindow)
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{
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// Inherit viewport from parent window
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window->Viewport = window->ParentWindow->Viewport;
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}
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else if (window_follow_mouse_viewport && IsMousePosValid())
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@ -6211,7 +6213,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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if (!window_is_mouse_tooltip && (current_viewport == NULL || !current_viewport->GetRect().Contains(window->Rect())))
|
||||
{
|
||||
// Calculate mouse position in OS/platform coordinates, create a Viewport at this position.
|
||||
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MousePosViewport);
|
||||
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseRefViewport);
|
||||
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
|
||||
ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
|
||||
window->Viewport = viewport;
|
||||
@ -6219,7 +6221,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
|
||||
}
|
||||
else
|
||||
{
|
||||
window->Viewport = g.MousePosViewport;
|
||||
window->Viewport = g.MouseRefViewport;
|
||||
}
|
||||
}
|
||||
else if (g.NavWindow != NULL && g.NavWindow != window && (flags & ImGuiWindowFlags_Tooltip))
|
||||
@ -6231,7 +6233,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
|
||||
if (window->Viewport == NULL)
|
||||
window->Viewport = main_viewport;
|
||||
|
||||
// When we own the viewport update its size
|
||||
// When we own the viewport update its size/position
|
||||
if (window == window->Viewport->Window && !created_viewport)
|
||||
{
|
||||
window->Viewport->Flags |= ImGuiViewportFlags_NoDecoration;
|
||||
@ -6671,7 +6673,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
// Clamp position so window stays visible within its viewport
|
||||
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
|
||||
ImRect viewport_rect(GetViewportRect(window));
|
||||
ImRect viewport_rect = window->Viewport->GetRect();
|
||||
if (!window_pos_set_by_api && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) && !window->ViewportOwned && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
|
||||
if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
|
||||
{
|
||||
@ -6727,7 +6729,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
if (window->ViewportOwned && (window->Size.x != window->Viewport->Size.x || window->Size.y != window->Viewport->Size.y))
|
||||
{
|
||||
window->Viewport->Size = window->SizeFull;
|
||||
viewport_rect = GetViewportRect(window);
|
||||
viewport_rect = window->Viewport->GetRect();
|
||||
}
|
||||
|
||||
// DRAWING
|
||||
|
@ -529,6 +529,7 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = LastFrameOverlayDrawList = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
|
||||
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
|
||||
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
|
||||
ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
|
||||
float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
|
||||
};
|
||||
|
||||
@ -638,11 +639,11 @@ struct ImGuiContext
|
||||
ImGuiCond NextTreeNodeOpenCond;
|
||||
|
||||
// Viewports
|
||||
ImVector<ImGuiViewportP*> Viewports;
|
||||
ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
|
||||
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
|
||||
ImGuiViewportP* MousePosViewport;
|
||||
ImGuiViewportP* MousePosPrevViewport;
|
||||
ImGuiViewportP* MouseHoveredPrevViewport;
|
||||
ImGuiViewportP* MouseRefViewport;
|
||||
ImGuiViewportP* MouseRefPrevViewport;
|
||||
ImGuiViewportP* MouseHoveredLastViewport; // Last viewport that was hovered by mouse (even if we are not hovering any viewport any more)
|
||||
ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers
|
||||
|
||||
// Navigation data (for gamepad/keyboard)
|
||||
@ -728,13 +729,13 @@ struct ImGuiContext
|
||||
int LogAutoExpandMaxDepth;
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
|
||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||
int FramerateSecPerFrameIdx;
|
||||
float FramerateSecPerFrameAccum;
|
||||
int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
||||
int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
|
||||
int WantCaptureKeyboardNextFrame;
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // temporary text buffer
|
||||
char TempBuffer[1024*3+1]; // Temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
{
|
||||
@ -770,8 +771,8 @@ struct ImGuiContext
|
||||
NextTreeNodeOpenCond = 0;
|
||||
|
||||
CurrentViewport = NULL;
|
||||
MousePosViewport = NULL;
|
||||
MousePosPrevViewport = MouseHoveredPrevViewport = NULL;
|
||||
MouseRefViewport = NULL;
|
||||
MouseRefPrevViewport = MouseHoveredLastViewport = NULL;
|
||||
memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId));
|
||||
|
||||
NavWindow = NULL;
|
||||
|
Loading…
Reference in New Issue
Block a user