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https://github.com/Drezil/imgui.git
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Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch.
This commit is contained in:
parent
1a3af8cb4c
commit
73ccb7e4b8
14
imgui.cpp
14
imgui.cpp
@ -3583,7 +3583,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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MarkIniSettingsDirty(moving_window);
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MarkIniSettingsDirty(moving_window);
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SetWindowPos(moving_window, pos, ImGuiCond_Always);
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SetWindowPos(moving_window, pos, ImGuiCond_Always);
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if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
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if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
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{
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moving_window->Viewport->Pos = pos;
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moving_window->Viewport->Pos = pos;
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moving_window->Viewport->UpdateWorkRect();
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}
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}
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}
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FocusWindow(g.MovingWindow);
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FocusWindow(g.MovingWindow);
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}
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}
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@ -6340,6 +6343,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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viewport_rect_changed = true;
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viewport_rect_changed = true;
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window->Viewport->Size = window->Size;
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window->Viewport->Size = window->Size;
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}
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}
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window->Viewport->UpdateWorkRect();
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// The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
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// The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
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// Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
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// Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
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@ -6467,6 +6471,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Viewport->Pos = window->Pos;
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window->Viewport->Pos = window->Pos;
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if (!window->Viewport->PlatformRequestResize)
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if (!window->Viewport->PlatformRequestResize)
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window->Viewport->Size = window->Size;
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window->Viewport->Size = window->Size;
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window->Viewport->UpdateWorkRect();
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viewport_rect = window->Viewport->GetMainRect();
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viewport_rect = window->Viewport->GetMainRect();
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}
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}
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@ -11398,6 +11403,7 @@ static void ImGui::UpdateViewportsNewFrame()
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// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
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// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
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if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
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if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
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{
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{
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// Viewport->WorkPos and WorkSize will be updated below
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if (viewport->PlatformRequestMove)
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if (viewport->PlatformRequestMove)
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viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
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viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
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if (viewport->PlatformRequestResize)
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if (viewport->PlatformRequestResize)
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@ -11412,6 +11418,7 @@ static void ImGui::UpdateViewportsNewFrame()
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viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin;
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viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin;
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viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax;
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viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax;
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viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f);
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viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f);
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viewport->UpdateWorkRect();
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// Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
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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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viewport->Alpha = 1.0f;
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@ -11573,6 +11580,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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viewport->Window = window;
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viewport->Window = window;
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viewport->LastFrameActive = g.FrameCount;
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viewport->LastFrameActive = g.FrameCount;
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viewport->UpdateWorkRect();
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IM_ASSERT(window == NULL || viewport->ID == window->ID);
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IM_ASSERT(window == NULL || viewport->ID == window->ID);
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if (window != NULL)
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if (window != NULL)
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@ -14658,8 +14666,8 @@ ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNod
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if (viewport == NULL)
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if (viewport == NULL)
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viewport = GetMainViewport();
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viewport = GetMainViewport();
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SetNextWindowPos(viewport->GetWorkPos());
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SetNextWindowPos(viewport->WorkPos);
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SetNextWindowSize(viewport->GetWorkSize());
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SetNextWindowSize(viewport->WorkSize);
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SetNextWindowViewport(viewport->ID);
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SetNextWindowViewport(viewport->ID);
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ImGuiWindowFlags host_window_flags = 0;
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ImGuiWindowFlags host_window_flags = 0;
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@ -16524,7 +16532,7 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
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viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
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viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
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viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
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viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
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viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
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viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
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if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } }
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if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
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BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags,
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BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags,
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(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
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(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
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(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
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(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
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11
imgui.h
11
imgui.h
@ -2850,10 +2850,10 @@ struct ImGuiViewport
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{
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{
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ImGuiID ID; // Unique identifier for the viewport
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ImGuiID ID; // Unique identifier for the viewport
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ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
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ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
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ImVec2 Pos; // Main Area: Position of the viewport (the imgui coordinates are the same as OS desktop/native coordinates)
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ImVec2 Pos; // Main Area: Position of the viewport (Dear Imgui coordinates are the same as OS desktop/native coordinates)
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ImVec2 Size; // Main Area: Size of the viewport.
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ImVec2 Size; // Main Area: Size of the viewport.
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ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
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ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
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ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
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ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
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float DpiScale; // 1.0f = 96 DPI = No extra scale.
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float DpiScale; // 1.0f = 96 DPI = No extra scale.
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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@ -2873,10 +2873,9 @@ struct ImGuiViewport
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ImGuiViewport() { memset(this, 0, sizeof(*this)); }
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ImGuiViewport() { memset(this, 0, sizeof(*this)); }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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// Access work-area rectangle with GetWorkXXX functions (see comments above)
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// Helpers
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ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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ImVec2 GetWorkPos() const { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); }
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ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
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ImVec2 GetWorkSize() const { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped
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};
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -334,7 +334,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// We specify a default position/size in case there's no data in the .ini file.
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// We specify a default position/size in case there's no data in the .ini file.
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// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
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// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
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// Main body of the Demo window starts here.
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// Main body of the Demo window starts here.
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@ -7032,8 +7032,8 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
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{
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{
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window_flags |= ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoMove;
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
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ImVec2 work_area_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
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ImVec2 work_area_size = viewport->GetWorkSize();
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ImVec2 work_area_size = viewport->WorkSize;
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ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
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ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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@ -7369,8 +7369,8 @@ void ShowExampleAppDockSpace(bool* p_open)
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if (opt_fullscreen)
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if (opt_fullscreen)
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{
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{
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->GetWorkPos());
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->GetWorkSize());
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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@ -1316,13 +1316,16 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPlatformPos;
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ImVec2 LastPlatformPos;
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ImVec2 LastPlatformSize;
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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ImVec2 LastRendererSize;
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ImVec2 CurrWorkOffsetMin; // Work area top-left offset being increased during the frame
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ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
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ImVec2 CurrWorkOffsetMax; // Work area bottom-right offset being decreased during the frame
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ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
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ImVec2 CurrWorkOffsetMin; // Work Area: Offset being built/increased during current frame
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ImVec2 CurrWorkOffsetMax; // Work Area: Offset being built/decreased during current frame
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); }
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ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); }
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void UpdateWorkRect() { WorkPos = Pos + WorkOffsetMin; WorkSize = ImVec2(ImMax(0.0f, Size.x - WorkOffsetMin.x + WorkOffsetMax.x), ImMax(0.0f, Size.y - WorkOffsetMin.y + WorkOffsetMax.y)); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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};
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};
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