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Viewport: Fixed issues with popups drifting in particular when reference mouse position become invalid (e.g. changing app focus while viewported-menu is open). Storing monitor index in viewport at beginning of the frame. (#1542)
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parent
e3e4b7bdf5
commit
7684f53328
43
imgui.cpp
43
imgui.cpp
@ -762,6 +762,8 @@ static void UpdateViewports();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
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static void UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
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static void SetCurrentViewport(ImGuiViewportP* viewport);
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static void SetCurrentViewport(ImGuiViewportP* viewport);
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static int FindPlatformMonitorForPos(const ImVec2& pos);
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static int FindPlatformMonitorForRect(const ImRect& r);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2769,7 +2771,10 @@ static ImVec2 NavCalcPreferredRefPos()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
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{
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IM_ASSERT(ImGui::IsMousePosValid()); // This will probably trigger at some point, please share your repro!
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return ImFloor(g.IO.MousePos);
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return ImFloor(g.IO.MousePos);
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}
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
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@ -3469,6 +3474,9 @@ static void ImGui::UpdateViewports()
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if (g.Windows[window_n]->Viewport == viewport)
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if (g.Windows[window_n]->Viewport == viewport)
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TranslateWindow(g.Windows[window_n], delta);
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TranslateWindow(g.Windows[window_n], delta);
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// Update monitor
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viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect());
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// Update DPI Scale
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// Update DPI Scale
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float new_dpi_scale;
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float new_dpi_scale;
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if (g.PlatformIO.Platform_GetWindowDpiScale)
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if (g.PlatformIO.Platform_GetWindowDpiScale)
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@ -6117,13 +6125,13 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
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*out_size = size_constrained;
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*out_size = size_constrained;
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}
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}
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static int FindPlatformMonitorForPos(ImVec2 platform_pos)
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static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
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for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
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{
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{
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const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
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const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
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if (ImRect(monitor.FullMin, monitor.FullMax).Contains(platform_pos))
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if (ImRect(monitor.FullMin, monitor.FullMax).Contains(pos))
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return monitor_n;
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return monitor_n;
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}
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}
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return -1;
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return -1;
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@ -6131,7 +6139,7 @@ static int FindPlatformMonitorForPos(ImVec2 platform_pos)
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// Search for the monitor with the largest intersection area with the given rectangle
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// Search for the monitor with the largest intersection area with the given rectangle
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// We generally try to avoid searching loops but the monitor count should be very small here
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// We generally try to avoid searching loops but the monitor count should be very small here
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static int FindPlatformMonitorForRect(const ImRect& rect)
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static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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float surface_threshold = rect.GetWidth() * rect.GetHeight() * 0.5f;
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float surface_threshold = rect.GetWidth() * rect.GetHeight() * 0.5f;
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@ -6189,7 +6197,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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if (window->Viewport == NULL && window->ParentWindow)
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if (window->Viewport == NULL && window->ParentWindow)
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window->Viewport = window->ParentWindow->Viewport;
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window->Viewport = window->ParentWindow->Viewport;
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPlatformPos' from .ini file
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
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if (window->Viewport == NULL && window->ViewportId != 0)
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if (window->Viewport == NULL && window->ViewportId != 0)
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{
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{
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window->Viewport = FindViewportByID(window->ViewportId);
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window->Viewport = FindViewportByID(window->ViewportId);
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@ -6205,7 +6213,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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}
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else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
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else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
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{
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{
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// Inherit viewport from parent window
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// Always inherit viewport from parent window
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window->Viewport = window->ParentWindow->Viewport;
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window->Viewport = window->ParentWindow->Viewport;
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}
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}
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else if (flags & ImGuiWindowFlags_Tooltip)
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else if (flags & ImGuiWindowFlags_Tooltip)
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@ -6214,8 +6222,6 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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{
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{
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// 2018-04-13: the if() below tends to succeed but for a misleading reason: when moving a window and hovering another, UpdateMovingWindow would
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// already have displaced the window outside of its viewport boundaries. While this is currently working it is very smelly.
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if (window->Viewport == NULL || !window->Viewport->GetRect().Contains(window->Rect()))
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if (window->Viewport == NULL || !window->Viewport->GetRect().Contains(window->Rect()))
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{
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{
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ImVec2 viewport_pos = g.IO.MousePos - g.ActiveIdClickOffset;
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ImVec2 viewport_pos = g.IO.MousePos - g.ActiveIdClickOffset;
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@ -6229,13 +6235,18 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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}
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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bool allow_protrude_on_whole_monitor = false;
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// We need to take account of the possibility that mouse may become invalid.
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allow_protrude_on_whole_monitor |= (flags & ImGuiWindowFlags_Tooltip) != 0;
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const bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
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allow_protrude_on_whole_monitor |= (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) != 0;
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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if (allow_protrude_on_whole_monitor)
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{
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos(NavCalcPreferredRefPos());
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ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.CurrentPopupStack.back().OpenMousePos;
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if (window->Appearing || (flags & ImGuiWindowFlags_Tooltip))
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && IsMousePosValid(&mouse_ref)) ? mouse_ref : NavCalcPreferredRefPos());
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else
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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}
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if (window->ViewportTrySplit && window->ViewportAllowPlatformMonitorExtend == -1)
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if (window->ViewportTrySplit && window->ViewportAllowPlatformMonitorExtend == -1)
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos(window->Viewport->Pos);
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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window->ViewportTrySplit = false;
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window->ViewportTrySplit = false;
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// Fallback to default viewport
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// Fallback to default viewport
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@ -14223,8 +14234,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
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ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
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else
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else
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ImGui::BulletText("NavRectRel[0]: <None>");
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ImGui::BulletText("NavRectRel[0]: <None>");
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ImGui::BulletText("Viewport: %d, ViewportId: 0x%08X, ViewportPlatformPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
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ImGui::BulletText("Viewport: %d, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
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ImGui::BulletText("Monitor: %d", FindPlatformMonitorForRect(window->Rect()));
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ImGui::BulletText("ViewportMonitor: %d", window->Viewport->PlatformMonitor);
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
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if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
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if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
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if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
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if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
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@ -14252,7 +14263,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->Window ? viewport->Window->Name : "N/A"))
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if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->Window ? viewport->Window->Name : "N/A"))
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{
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{
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ImGuiWindowFlags flags = viewport->Flags;
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ImGuiWindowFlags flags = viewport->Flags;
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ImGui::BulletText("Pos: (%.0f,%.0f)", viewport->Pos.x, viewport->Pos.y);
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ImGui::BulletText("Pos: (%.0f,%.0f), Monitor: %d", viewport->Pos.x, viewport->Pos.y, viewport->PlatformMonitor);
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if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = viewport->Window->PosFloat = ImVec2(200,200); } }
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if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = viewport->Window->PosFloat = ImVec2(200,200); } }
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ImGui::BulletText("Size: (%0.f,%.0f), DpiScale: %.0f%%", viewport->Size.x, viewport->Size.y, viewport->DpiScale * 100.0f);
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ImGui::BulletText("Size: (%0.f,%.0f), DpiScale: %.0f%%", viewport->Size.x, viewport->Size.y, viewport->DpiScale * 100.0f);
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ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags,
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ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags,
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@ -521,13 +521,14 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPos;
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ImVec2 LastPos;
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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float LastAlpha;
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int PlatformMonitor;
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ImGuiWindow* Window;
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ImGuiWindow* Window;
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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)
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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)
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ImDrawData DrawDataP;
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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder;
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ImDrawDataBuilder DrawDataBuilder;
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ImVec2 RendererLastSize;
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ImVec2 RendererLastSize;
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ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = LastFrameOverlayDrawList = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
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ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = LastFrameOverlayDrawList = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
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~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
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~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
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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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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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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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