Viewport: Reorder flags. Set owned viewport common decoration flags in Begin(). Moved code in UpdateViewportsEndFrame() before we introduce family/class based overrides.

This commit is contained in:
omar 2018-12-21 19:12:24 +01:00
parent 951c9dd68b
commit 5305c32242
3 changed files with 47 additions and 45 deletions

View File

@ -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)

14
imgui.h
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@ -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)
};

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@ -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;