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Viewports: Comments, removed unnecessary use of ViewportFrontMostStampCount (the LastFrontMostStampCount is enough)
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parent
e230ec5a01
commit
6bc526676c
13
imgui.cpp
13
imgui.cpp
@ -3493,7 +3493,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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g.MouseViewport = moving_window->Viewport;
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g.MouseViewport = moving_window->Viewport;
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// Clear the NoInput window flag set by the Viewport system
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
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ClearActiveID();
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ClearActiveID();
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g.MovingWindow = NULL;
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g.MovingWindow = NULL;
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@ -11523,6 +11523,7 @@ void ImGui::UpdatePlatformWindows()
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// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
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// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
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// When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
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// When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
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// FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
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if (g.PlatformIO.Platform_GetWindowFocus != NULL)
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if (g.PlatformIO.Platform_GetWindowFocus != NULL)
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{
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{
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ImGuiViewportP* focused_viewport = NULL;
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ImGuiViewportP* focused_viewport = NULL;
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@ -11533,12 +11534,10 @@ void ImGui::UpdatePlatformWindows()
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if (g.PlatformIO.Platform_GetWindowFocus(viewport))
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if (g.PlatformIO.Platform_GetWindowFocus(viewport))
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focused_viewport = viewport;
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focused_viewport = viewport;
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}
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}
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if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
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{
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// Store a tag so we can infer z-order easily from all our windows
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if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
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if (focused_viewport && focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
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focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
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focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
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g.PlatformLastFocusedViewport = focused_viewport->ID;
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}
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}
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}
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}
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}
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@ -1353,7 +1353,6 @@ struct ImGuiContext
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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// Gamepad/keyboard Navigation
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// Gamepad/keyboard Navigation
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@ -1558,7 +1557,6 @@ struct ImGuiContext
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CurrentDpiScale = 0.0f;
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CurrentDpiScale = 0.0f;
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CurrentViewport = NULL;
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CurrentViewport = NULL;
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MouseViewport = MouseLastHoveredViewport = NULL;
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MouseViewport = MouseLastHoveredViewport = NULL;
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PlatformLastFocusedViewport = 0;
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ViewportFrontMostStampCount = 0;
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ViewportFrontMostStampCount = 0;
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NavWindow = NULL;
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NavWindow = NULL;
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