From 5305c322422e787f4b327a45284c9d08cec3cc44 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 21 Dec 2018 19:12:24 +0100 Subject: [PATCH] Viewport: Reorder flags. Set owned viewport common decoration flags in Begin(). Moved code in UpdateViewportsEndFrame() before we introduce family/class based overrides. --- imgui.cpp | 76 +++++++++++++++++++++++++----------------------- imgui.h | 14 ++++----- imgui_internal.h | 2 +- 3 files changed, 47 insertions(+), 45 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f9a8a65f..f18c61aa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1010,7 +1010,8 @@ static void UpdateManualResize(ImGuiWindow* window, const ImVec2& si // Viewports 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. static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); -static void UpdateViewports(); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); static void UpdateSelectWindowViewport(ImGuiWindow* window); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); @@ -3352,7 +3353,7 @@ void ImGui::NewFrame() g.WindowsActiveCount = 0; g.ConfigFlagsForFrame = g.IO.ConfigFlags; - UpdateViewports(); + UpdateViewportsNewFrame(); // Setup current font, and draw list shared data // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! @@ -3846,24 +3847,8 @@ void ImGui::EndFrame() } } - // Update user-facing viewport list - g.PlatformIO.MainViewport = g.Viewports[0]; - g.PlatformIO.Viewports.resize(0); - for (int i = 0; i < g.Viewports.Size; i++) - { - ImGuiViewportP* viewport = g.Viewports[i]; - viewport->LastPos = viewport->Pos; - if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) - continue; - if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) // Will be destroyed in UpdatePlatformWindows() - continue; - if (i > 0) - IM_ASSERT(viewport->Window != NULL); - - // Add to user-facing list - g.PlatformIO.Viewports.push_back(viewport); - } - g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because childs may not exist yet @@ -5178,16 +5163,26 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - // Synchronize viewport --> window in case the platform window has been moved or resized from the OS/WM if (window->ViewportOwned) { + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if (window->Viewport->PlatformRequestMove) window->Pos = window->Viewport->Pos; if (window->Viewport->PlatformRequestResize) window->Size = window->SizeFull = window->Viewport->Size; + // Update common viewport flags + ImGuiViewportFlags viewport_flags = (window->Viewport->Flags) & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration); + if (flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha - window->Viewport->Flags |= ImGuiViewportFlags_NoRendererClear; + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + window->Viewport->Flags = viewport_flags; } // Clamp position so window stays visible within its viewport or monitor @@ -7387,8 +7382,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m return best_candidate; } -// Called in NewFrame() -static void ImGui::UpdateViewports() +static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); @@ -7540,6 +7534,27 @@ static void ImGui::UpdateViewports() IM_ASSERT(g.MouseViewport != NULL); } +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.MainViewport = g.Viewports[0]; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + // FIXME: We should ideally refactor the system to call this every frame (we currently don't) ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { @@ -7734,19 +7749,6 @@ void ImGui::UpdatePlatformWindows() if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) continue; - // Update common viewport flags for owned viewports - if (ImGuiWindow* window = viewport->Window) - { - ImGuiViewportFlags flags = viewport->Flags & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration); - if (window->Flags & ImGuiWindowFlags_Tooltip) - flags |= ImGuiViewportFlags_TopMost; - if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) - flags |= ImGuiViewportFlags_NoTaskBarIcon; - if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) - flags |= ImGuiViewportFlags_NoDecoration; - viewport->Flags = flags; - } - // Create window bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) diff --git a/imgui.h b/imgui.h index b0ad4ed4..b0f1dccc 100644 --- a/imgui.h +++ b/imgui.h @@ -989,8 +989,8 @@ enum ImGuiConfigFlags_ // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends) ImGuiConfigFlags_ViewportsNoTaskBarIcon = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them) - ImGuiConfigFlags_ViewportsNoMerge = 1 << 12, // All floating windows will always create their own viewport and platform window. - ImGuiConfigFlags_ViewportsDecoration = 1 << 13, // FIXME [Broken] Enable platform decoration for all secondary viewports (will not set ImGuiViewportFlags_NoDecoration on them). This currently doesn't behave well in Windows because 1) By default the new window animation get in the way of our transitions, 2) It enable a minimum window size which tends to breaks resizing. You can workaround the later by setting style.WindowMinSize to a bigger value. + ImGuiConfigFlags_ViewportsDecoration = 1 << 12, // FIXME [Broken] Enable platform decoration for all secondary viewports (will not set ImGuiViewportFlags_NoDecoration on them). This currently doesn't behave well in Windows because 1) By default the new window animation get in the way of our transitions, 2) It enable a minimum window size which tends to breaks resizing. You can workaround the later by setting style.WindowMinSize to a bigger value. + ImGuiConfigFlags_ViewportsNoMerge = 1 << 13, // All floating windows will always create their own viewport and platform window. ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. @@ -2217,11 +2217,11 @@ struct ImGuiPlatformIO enum ImGuiViewportFlags_ { ImGuiViewportFlags_None = 0, - ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform decorations: title bar, borders, etc. - ImGuiViewportFlags_NoFocusOnAppearing = 1 << 1, // Platform Window: Don't take focus when created. - ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set) - ImGuiViewportFlags_NoRendererClear = 1 << 4, // Platform Window: Renderer doesn't need to clear the framebuffer ahead. + ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 1, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoInputs = 1 << 3, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 4, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). ImGuiViewportFlags_TopMost = 1 << 5 // Platform Window: Display on top (for tooltips only) }; diff --git a/imgui_internal.h b/imgui_internal.h index 151b7a4b..fee712b9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -665,7 +665,7 @@ struct ImGuiViewportP : public ImGuiViewport short PlatformMonitor; bool PlatformWindowCreated; bool PlatformWindowMinimized; - ImGuiWindow* Window; // Set when the viewport is owned by a window + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set) ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder;