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Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame() function.
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parent
92a39f78b9
commit
5d95e7eef9
44
imgui.cpp
44
imgui.cpp
@ -956,6 +956,7 @@ static void EndFrameDrawDimmedBackgrounds();
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// Viewports
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
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static void DestroyViewport(ImGuiViewportP* viewport);
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static void UpdateViewportsNewFrame();
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static void UpdateViewportsEndFrame();
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static void WindowSelectViewport(ImGuiWindow* window);
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@ -11747,22 +11748,7 @@ static void ImGui::UpdateViewportsNewFrame()
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// Erase unused viewports
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if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
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{
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// Clear references to this viewport in windows (window->ViewportId becomes the master data)
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for (int window_n = 0; window_n < g.Windows.Size; window_n++)
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if (g.Windows[window_n]->Viewport == viewport)
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{
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g.Windows[window_n]->Viewport = NULL;
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g.Windows[window_n]->ViewportOwned = false;
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}
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if (viewport == g.MouseLastHoveredViewport)
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g.MouseLastHoveredViewport = NULL;
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g.Viewports.erase(g.Viewports.Data + n);
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// Destroy
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IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
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DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_DELETE(viewport);
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DestroyViewport(viewport);
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n--;
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continue;
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}
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@ -11794,7 +11780,7 @@ static void ImGui::UpdateViewportsNewFrame()
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// Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
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viewport->Alpha = 1.0f;
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// Translate imgui windows when a Host Viewport has been moved
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// Translate Dear ImGui windows when a Host Viewport has been moved
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// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
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const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
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if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
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@ -11974,6 +11960,30 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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return viewport;
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}
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static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
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{
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// Clear references to this viewport in windows (window->ViewportId becomes the master data)
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ImGuiContext& g = *GImGui;
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for (int window_n = 0; window_n < g.Windows.Size; window_n++)
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{
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ImGuiWindow* window = g.Windows[window_n];
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if (window->Viewport != viewport)
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continue;
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window->Viewport = NULL;
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window->ViewportOwned = false;
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}
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if (viewport == g.MouseLastHoveredViewport)
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g.MouseLastHoveredViewport = NULL;
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// Destroy
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IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
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DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
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g.Viewports.erase(g.Viewports.Data + viewport->Idx);
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IM_DELETE(viewport);
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}
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// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
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static void ImGui::WindowSelectViewport(ImGuiWindow* window)
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{
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