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Viewport: Initial viewport branch+ platform api commit (squashed from previous commits, still very WIP) (#1542)
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imgui.h
68
imgui.h
@ -22,6 +22,7 @@
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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#define IMGUI_VERSION "1.60 WIP"
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#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
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// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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#ifndef IMGUI_API
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@ -72,6 +73,7 @@ struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when u
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struct ImGuiSizeCallbackData; // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
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struct ImGuiContext; // ImGui context (opaque)
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// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
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@ -90,6 +92,7 @@ typedef int ImDrawListFlags; // flags: for ImDrawList
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typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
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typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
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typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
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typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
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typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
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typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
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@ -150,6 +153,7 @@ namespace ImGui
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IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
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IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
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IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
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IMGUI_API ImDrawData* GetDrawDataForViewport(ImGuiID viewport_id);// ImDrawData filtered to hold only the ImDrawList covering a given viewport. valid after Render() and until the next call to NewFrame()
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IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
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// Demo, Debug, Informations
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@ -259,8 +263,8 @@ namespace ImGui
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IMGUI_API void SetCursorPosX(float x); // "
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in screen coordinates [0..io.DisplaySize] (or [io.ViewportPos..io.ViewportPos + io.ViewportSize] when using multiple viewport). useful to work with ImDrawList API.
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in screen coordinates [0..io.DisplaySize] (or [io.ViewportPos..io.ViewportPos + io.ViewportSize] when using multiple viewport)
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IMGUI_API void AlignTextToFramePadding(); // vertically align/lower upcoming text to FramePadding.y so that it will aligns to upcoming widgets (call if you have text on a line before regular widgets)
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IMGUI_API float GetTextLineHeight(); // ~ FontSize
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IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
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@ -528,6 +532,10 @@ namespace ImGui
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IMGUI_API const char* GetClipboardText();
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IMGUI_API void SetClipboardText(const char* text);
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// Additional OS/Platform Windows (when ImGuiConfigFlags_MultiViewports is set)
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IMGUI_API void UpdatePlatformWindows(); // FIXME-PLATFORM
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IMGUI_API void RenderPlatformWindows(); // FIXME-PLATFORM
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// Memory Utilities
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// All those functions are not reliant on the current context.
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// If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
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@ -568,7 +576,8 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
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ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_FullViewport = 1 << 29 // Don't use! For internal use by Begin() and viewports.
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};
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// Flags for ImGui::InputText()
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@ -904,6 +913,46 @@ enum ImGuiCond_
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#endif
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};
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// [BETA] Configuration flags, mostly setup by imgui back-end, stored in io.ConfigFlags
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enum ImGuiConfigFlags_
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{
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ImGuiConfigFlags_MultiViewports = 1 << 0, // User enable multiple viewports (require io.PlatformInterface + io.RendererInterface)
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ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 1, // Back-end knows how to set io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may have mouse capture. This info is not easy to provide correctly with most high-level engines.
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ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 2, // Back-end honors io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiNavFlags_MoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 3, // Back-end can have transparent windows
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ImGuiConfigFlags_IsSRGB = 1 << 10, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsTouchScreen = 1 << 11, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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};
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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableMultiViewport) is enabled
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struct ImGuiPlatformInterface
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{
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void (*CreateViewport)(ImGuiViewport* viewport);
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void (*DestroyViewport)(ImGuiViewport* viewport);
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void (*ShowWindow)(ImGuiViewport* viewport);
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void (*SetWindowPos)(ImGuiViewport* viewport, ImVec2 pos);
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ImVec2 (*GetWindowPos)(ImGuiViewport* viewport);
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void (*SetWindowSize)(ImGuiViewport* viewport, ImVec2 size);
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ImVec2 (*GetWindowSize)(ImGuiViewport* viewport);
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void (*SetWindowTitle)(ImGuiViewport* viewport, const char* name);
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void (*SetWindowAlpha)(ImGuiViewport* viewport, float alpha);
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void (*RenderViewport)(ImGuiViewport* viewport);
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void (*SwapBuffers)(ImGuiViewport* viewport);
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};
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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableMultiViewport) is enabled
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struct ImGuiRendererInterface
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{
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void (*CreateViewport)(ImGuiViewport* viewport);
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void (*DestroyViewport)(ImGuiViewport* viewport);
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void (*ResizeViewport)(ImGuiViewport* viewport, int w, int h);
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void (*RenderViewport)(ImGuiViewport* viewport); // Setup render output, clear targets, call Renderer_RenderDrawData
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void (*RenderDrawData)(ImDrawData* draw_data); // Render a ImDrawList (collection of ImDrawList) for the area covering (io.DisplayPos) to (io.DisplayPos + io.DisplaySize)
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void (*SwapBuffers)(ImGuiViewport* viewport); // Call Present/SwapBuffers
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};
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// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
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// During the frame, prefer using ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
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struct ImGuiStyle
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@ -951,8 +1000,9 @@ struct ImGuiIO
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// Settings (fill once) // Default value:
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//------------------------------------------------------------------
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ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
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ImVec2 DisplaySize; // <unset> // Main display size. Used e.g. to clamp windows positions. This is the default viewport. Use BeginViewport() for other viewports.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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ImGuiConfigFlags ConfigFlags; // = 0 // Set ImGuiConfigFlags_. Features/options flags for ImGui back-ends.
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ImGuiNavFlags NavFlags; // = 0x00 // See ImGuiNavFlags_. Gamepad/keyboard navigation options.
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float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
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@ -985,6 +1035,10 @@ struct ImGuiIO
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void (*SetClipboardTextFn)(void* user_data, const char* text);
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void* ClipboardUserData;
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// Optional: platform interface to use multiple viewports
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ImGuiPlatformInterface PlatformInterface;
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ImGuiRendererInterface RendererInterface;
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// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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@ -1004,6 +1058,8 @@ struct ImGuiIO
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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ImGuiID MousePosViewport; // (Optional) When using multiple viewports: viewport from which io.MousePos is based from (when dragging this is generally the captured/focused viewport, even though we can drag outside of it and then it's not hovered anymore). (0 == default viewport)
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ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering. (0 == default viewport)
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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@ -1022,7 +1078,7 @@ struct ImGuiIO
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// Output - Retrieve after calling NewFrame()
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//------------------------------------------------------------------
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ImVec2 DisplayPos; // Always ImVec2(0,0) for now. (In upcoming multiple viewports branch, this will be repositioned by API on a per-viewport basis). The display area goes from DisplayPos to DisplayPos+DisplaySize.
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ImVec2 DisplayPos; // Generally ImVec2(0,0). When using multiple viewports this can be repositioned by imgui. The display area goes from DisplayPos to DisplayPos+DisplaySize.
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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@ -1079,7 +1135,7 @@ namespace ImGui
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bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
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static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
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static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
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static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplayPos.x + io.DisplaySize.x * 0.5f, io.DisplayPos.y + io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
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static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplayPos.x + io.DisplaySize.x * 0.5f, io.DisplayPos.y + io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } // FIXME-VIEWPORT: Select viewport based on mouse position
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// OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
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static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
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static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
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@ -1822,6 +1822,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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ImGui::Text("Mouse viewport: Ref 0x%08X Hovered 0x%08X", io.MousePosViewport, io.MouseHoveredViewport);
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ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
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ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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@ -2427,6 +2428,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
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// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
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static void ShowExampleAppFixedOverlay(bool* p_open)
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{
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// FIXME-VIEWPORT: Select a default viewport
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const float DISTANCE = 10.0f;
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static int corner = 0;
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ImGuiIO& io = ImGui::GetIO();
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@ -40,6 +40,7 @@ struct ImGuiMenuColumns;
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struct ImGuiDrawContext;
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struct ImGuiTextEditState;
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struct ImGuiPopupRef;
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struct ImGuiViewport;
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struct ImGuiWindow;
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struct ImGuiWindowSettings;
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@ -51,6 +52,7 @@ typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight()
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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typedef int ImGuiViewportFlags; // flags: for Viewport() // enum ImGuiViewportFlags_
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//-------------------------------------------------------------------------
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// STB libraries
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@ -335,7 +337,8 @@ struct IMGUI_API ImRect
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void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
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void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
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void Translate(float dx, float dy) { Min.x += dx; Min.y += dy; Max.x += dx; Max.y += dy; }
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void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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@ -419,9 +422,11 @@ struct ImGuiWindowSettings
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ImGuiID Id;
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ImVec2 Pos;
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ImVec2 Size;
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ImVec2 ViewportOsDesktopPos;
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ImGuiID ViewportId;
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bool Collapsed;
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ImGuiWindowSettings() { Name = NULL; Id = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
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ImGuiWindowSettings() { Name = NULL; Id = ViewportId = 0; Pos = Size = ImVec2(0,0); ViewportOsDesktopPos = ImVec2(FLT_MAX, FLT_MAX); Collapsed = false; }
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};
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struct ImGuiSettingsHandler
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@ -514,6 +519,41 @@ struct ImDrawDataBuilder
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IMGUI_API void FlattenIntoSingleLayer();
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};
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enum ImGuiViewportFlags_
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{
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ImGuiViewportFlags_MainViewport = 1 << 0,
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ImGuiViewportFlags_NoDecoration = 1 << 1, // Platform Window: Disable platform title bar, borders, etc.
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ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created.
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ImGuiViewportFlags_NoInputs = 1 << 3 // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
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};
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struct ImGuiViewport
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{
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ImGuiID ID;
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int Idx;
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ImGuiViewportFlags Flags;
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int LastFrameActive;
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int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
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char* Name; // Name (OPTIONAL)
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ImVec2 Pos; // Position in imgui virtual space (Pos.y == 0.0)
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ImVec2 Size;
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ImDrawData DrawData;
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ImDrawDataBuilder DrawDataBuilder;
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// [Optional] OS/Platform Layer data. This is to allow the creation/manipulate of multiple OS/Platform windows. Not all back-ends will allow this.
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ImVec2 PlatformOsDesktopPos; // Position in OS desktop/native space
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void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. HWND, GlfwWindow*)
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bool PlatformRequestClose; // Platform window requested closure
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bool PlatformRequestResize; // Platform window requested resize
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. framebuffer)
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ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; Name = NULL; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); if (Name) ImGui::MemFree(Name); }
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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
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};
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struct ImGuiNavMoveResult
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{
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ImGuiID ID; // Best candidate
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@ -538,6 +578,7 @@ struct ImGuiNextWindowData
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ImGuiCond SizeConstraintCond;
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ImGuiCond FocusCond;
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ImGuiCond BgAlphaCond;
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ImGuiCond ViewportCond;
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ImVec2 PosVal;
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ImVec2 PosPivotVal;
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ImVec2 SizeVal;
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@ -547,10 +588,11 @@ struct ImGuiNextWindowData
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ImGuiSizeCallback SizeCallback;
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void* SizeCallbackUserData;
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float BgAlphaVal;
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ImGuiID ViewportId;
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ImGuiNextWindowData()
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{
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
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PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = 0;
|
||||
PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f);
|
||||
ContentSizeVal = ImVec2(0.0f, 0.0f);
|
||||
CollapsedVal = false;
|
||||
@ -558,11 +600,12 @@ struct ImGuiNextWindowData
|
||||
SizeCallback = NULL;
|
||||
SizeCallbackUserData = NULL;
|
||||
BgAlphaVal = FLT_MAX;
|
||||
ViewportId = 0;
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
|
||||
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = 0;
|
||||
}
|
||||
};
|
||||
|
||||
@ -614,6 +657,12 @@ struct ImGuiContext
|
||||
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
|
||||
ImGuiCond NextTreeNodeOpenCond;
|
||||
|
||||
// Viewports
|
||||
ImVector<ImGuiViewport*>Viewports;
|
||||
ImGuiViewport* MouseViewport;
|
||||
ImGuiViewport* MouseLastViewport;
|
||||
ImGuiViewport* MouseLastHoveredViewport;
|
||||
|
||||
// Navigation data (for gamepad/keyboard)
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
||||
ImGuiID NavId; // Focused item for navigation
|
||||
@ -650,8 +699,6 @@ struct ImGuiContext
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float ModalWindowDarkeningRatio;
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
@ -741,6 +788,9 @@ struct ImGuiContext
|
||||
NextTreeNodeOpenVal = false;
|
||||
NextTreeNodeOpenCond = 0;
|
||||
|
||||
MouseViewport = NULL;
|
||||
MouseLastViewport = MouseLastHoveredViewport = NULL;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
|
||||
@ -904,7 +954,10 @@ struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID; // == ImHash(Name)
|
||||
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
|
||||
ImGuiViewport* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here
|
||||
ImGuiID ViewportId; // Inactive windows preserve their last viewport id (since the viewport may disappear with the window inactivity)
|
||||
ImVec2 ViewportOsDesktopPos;
|
||||
ImVec2 PosFloat;
|
||||
ImVec2 Pos; // Position rounded-up to nearest pixel
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
@ -1032,6 +1085,15 @@ namespace ImGui
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
|
||||
|
||||
// Viewports
|
||||
IMGUI_API ImGuiViewport* Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
|
||||
inline ImVector<ImGuiViewport*>&GetViewports() { return GImGui->Viewports; }
|
||||
inline ImGuiViewport* GetMainViewport() { return GImGui->Viewports[0]; }
|
||||
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id);
|
||||
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
|
||||
IMGUI_API void SetNextWindowViewport(ImGuiID id);
|
||||
IMGUI_API void ShowViewportThumbnails();
|
||||
|
||||
IMGUI_API void MarkIniSettingsDirty();
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
|
||||
|
Loading…
Reference in New Issue
Block a user