Viewport: Removed the need for the back-end to fill io.MousePosViewport, it seems unnecessary at this point. (#1542)

This commit is contained in:
omar 2018-07-17 16:37:10 +02:00
parent b8b74970d7
commit 7b4fbf4301
7 changed files with 6 additions and 15 deletions

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@ -207,7 +207,6 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_backup = io.MousePos; const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MousePosViewport = 0;
io.MouseHoveredViewport = 0; io.MouseHoveredViewport = 0;
// Update buttons // Update buttons
@ -236,7 +235,6 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
glfwGetCursorPos(window, &mouse_x, &mouse_y); glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y); io.MousePos = ImVec2((float)mouse_x + viewport->Pos.x, (float)mouse_y + viewport->Pos.y);
} }
io.MousePosViewport = viewport->ID;
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
} }

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@ -233,7 +233,6 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_backup = io.MousePos; const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MousePosViewport = 0;
io.MouseHoveredViewport = 0; io.MouseHoveredViewport = 0;
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
@ -268,10 +267,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
my -= wy; my -= wy;
} }
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window)) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_window))
{
io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my); io.MousePos = ImVec2(viewport->Pos.x + (float)mx, viewport->Pos.y + (float)my);
io.MousePosViewport = viewport->ID;
}
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor // We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
// The function is only supported from SDL 2.0.4 (released Jan 2016) // The function is only supported from SDL 2.0.4 (released Jan 2016)

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@ -137,8 +137,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
// B) In Multi-viewport mode imgui needs: (when ImGuiConfigFlags_ViewportsEnable is set) // B) In Multi-viewport mode imgui needs: (when ImGuiConfigFlags_ViewportsEnable is set)
// - io.MousePos ............... mouse position, in OS absolute coordinates (what you'd get from GetCursorPos(), or from WM_MOUSEMOVE+viewport->Pos). // - io.MousePos ............... mouse position, in OS absolute coordinates (what you'd get from GetCursorPos(), or from WM_MOUSEMOVE+viewport->Pos).
// io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor. // io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor.
// - io.MousePosViewport ....... viewport which mouse position is based from (generally the focused/active/capturing viewport) // - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _VERY_ specific and strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we use the ImGuiViewportFlags_NoInputs flag)
// - io.MouseHoveredViewport ... [optional] viewport which mouse is hovering, with _very_ specific/strict conditions (Read comments next to io.MouseHoveredViewport. This is _NOT_ easy to provide in many high-level engine because of how we handle the ImGuiViewportFlags_NoInputs flag)
static void ImGui_ImplWin32_UpdateMousePos() static void ImGui_ImplWin32_UpdateMousePos()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -154,7 +153,6 @@ static void ImGui_ImplWin32_UpdateMousePos()
} }
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MousePosViewport = 0;
io.MouseHoveredViewport = 0; io.MouseHoveredViewport = 0;
// Set mouse position and viewport // Set mouse position and viewport
@ -168,7 +166,6 @@ static void ImGui_ImplWin32_UpdateMousePos()
POINT client_pos = pos; POINT client_pos = pos;
::ScreenToClient(focused_hwnd, &client_pos); ::ScreenToClient(focused_hwnd, &client_pos);
io.MousePos = ImVec2(viewport->Pos.x + (float)client_pos.x, viewport->Pos.y + (float)client_pos.y); io.MousePos = ImVec2(viewport->Pos.x + (float)client_pos.x, viewport->Pos.y + (float)client_pos.y);
io.MousePosViewport = viewport->ID;
} }
// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui // Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui

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@ -3912,13 +3912,15 @@ static void ImGui::UpdateViewports()
} }
if (viewport_hovered != NULL) if (viewport_hovered != NULL)
g.MouseLastHoveredViewport = viewport_hovered; g.MouseLastHoveredViewport = viewport_hovered;
else if (g.MouseLastHoveredViewport == NULL)
g.MouseLastHoveredViewport = g.Viewports[0];
// Update mouse reference viewport // Update mouse reference viewport
// (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
if (g.MovingWindow) if (g.MovingWindow)
g.MouseViewport = g.MovingWindow->Viewport; g.MouseViewport = g.MovingWindow->Viewport;
else else
g.MouseViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0]; g.MouseViewport = g.MouseLastHoveredViewport;
// When dragging something, always refer to the last hovered viewport. // When dragging something, always refer to the last hovered viewport.
// - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
@ -15165,7 +15167,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
ImGui::Text("MousePosViewport: 0x%08X, Hovered: 0x%08X -> Ref 0x%08X", g.IO.MousePosViewport, g.IO.MouseHoveredViewport, g.MouseViewport->ID); ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport->ID);
ImGui::TreePop(); ImGui::TreePop();
} }

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@ -1144,7 +1144,6 @@ struct ImGuiIO
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=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. bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=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.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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)
ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will use a decent heuristic instead. ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will use a decent heuristic instead.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier pressed: Control

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@ -2133,7 +2133,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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); } 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); }
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); } 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); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
ImGui::Text("Mouse viewport: Ref 0x%08X Hovered 0x%08X", io.MousePosViewport, io.MouseHoveredViewport);
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]); } 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]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } 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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@ -701,7 +701,7 @@ struct ImGuiContext
ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
// Navigation data (for gamepad/keyboard) // Navigation data (for gamepad/keyboard)