From 83bd3595a42821ca6b0048d181a2b21f00c53d1a Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 10 Apr 2018 22:58:39 +0200 Subject: [PATCH] Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542) --- examples/imgui_impl_glfw.cpp | 14 ++++---- examples/imgui_impl_sdl2.cpp | 8 ++--- examples/imgui_impl_win32.cpp | 6 ++-- imgui.cpp | 40 ++++++++++------------ imgui.h | 63 ++++++++++++++++++----------------- imgui_internal.h | 2 -- 6 files changed, 64 insertions(+), 69 deletions(-) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 4750341f..4d54f501 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -220,10 +220,10 @@ static void ImGui_ImplGlfw_UpdateMouse() g_MouseJustPressed[i] = false; } - ImGuiPlatformData* platform_data = ImGui::GetPlatformData(); - for (int n = 0; n < platform_data->Viewports.Size; n++) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) { - ImGuiViewport* viewport = platform_data->Viewports[n]; + ImGuiViewport* viewport = platform_io.Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; IM_ASSERT(window != NULL); if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) @@ -522,17 +522,17 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst // FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?) static void ImGui_ImplGlfw_UpdateMonitors() { - ImGuiPlatformData* platform_data = ImGui::GetPlatformData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); - platform_data->Monitors.resize(monitors_count); + platform_io.Monitors.resize(monitors_count); for (int n = 0; n < monitors_count; n++) { int x, y; glfwGetMonitorPos(glfw_monitors[n], &x, &y); const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); - platform_data->Monitors[n].Pos = ImVec2((float)x, (float)y); - platform_data->Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height); + platform_io.Monitors[n].Pos = ImVec2((float)x, (float)y); + platform_io.Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height); } } diff --git a/examples/imgui_impl_sdl2.cpp b/examples/imgui_impl_sdl2.cpp index ae49a39a..9bea456b 100644 --- a/examples/imgui_impl_sdl2.cpp +++ b/examples/imgui_impl_sdl2.cpp @@ -440,15 +440,15 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst // FIXME-PLATFORM: Update when changed? static void ImGui_ImplSDL2_UpdateMonitors() { - ImGuiPlatformData* platform_data = ImGui::GetPlatformData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); int display_count = SDL_GetNumVideoDisplays(); - platform_data->Monitors.resize(display_count); + platform_io.Monitors.resize(display_count); for (int n = 0; n < display_count; n++) { SDL_Rect r; SDL_GetDisplayBounds(n, &r); - platform_data->Monitors[n].Pos = ImVec2((float)r.x, (float)r.y); - platform_data->Monitors[n].Size = ImVec2((float)r.w, (float)r.h); + platform_io.Monitors[n].Pos = ImVec2((float)r.x, (float)r.y); + platform_io.Monitors[n].Size = ImVec2((float)r.w, (float)r.h); } } diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 6be55ced..bf440bd5 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -408,7 +408,7 @@ static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) { if (::GetCapture() == data->Hwnd) { - // Transfer capture so if we started dragging from a window that later disappears, we'll still release the MOUSEUP event. + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. ::ReleaseCapture(); ::SetCapture(g_hWnd); } @@ -540,14 +540,14 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR, HDC, LPRE ImGuiPlatformMonitor imgui_monitor; imgui_monitor.Pos = ImVec2((float)rect->left, (float)rect->top); imgui_monitor.Size = ImVec2((float)(rect->right - rect->left), (float)(rect->bottom - rect->top)); - ImGui::GetPlatformData()->Monitors.push_back(imgui_monitor); + ImGui::GetPlatformIO().Monitors.push_back(imgui_monitor); return TRUE; } // FIXME-PLATFORM: Update list when changed (WM_DISPLAYCHANGE?) static void ImGui_ImplWin32_UpdateMonitors() { - ImGui::GetPlatformData()->Monitors.resize(0); + ImGui::GetPlatformIO().Monitors.resize(0); ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL); } diff --git a/imgui.cpp b/imgui.cpp index 99167347..8d276c9b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3386,7 +3386,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m static void ImGui::UpdateViewports() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.PlatformData.Viewports.Size <= g.Viewports.Size); + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Mouse handling: latch the expected mouse OS position (if any) before processing viewport erasure ImGuiViewportP* viewport_ref = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0]; @@ -3410,7 +3410,7 @@ static void ImGui::UpdateViewports() if (viewport == g.MousePosViewport) g.MousePosViewport = NULL; if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL; IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); - IM_ASSERT(g.PlatformData.Viewports.contains(viewport) == false); + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_DELETE(viewport); n--; continue; @@ -3516,11 +3516,6 @@ static void ImGui::UpdateViewports() IM_ASSERT(g.MousePosViewport != NULL); } -ImGuiPlatformData* ImGui::GetPlatformData() -{ - return &GImGui->PlatformData; -} - void ImGui::UpdatePlatformWindows() { ImGuiContext& g = *GImGui; @@ -3611,11 +3606,11 @@ void ImGui::UpdatePlatformWindows() // Custom renderers may prefer to not call this function at all, and instead iterate the platform data and handle rendering/sync themselves. // The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: // -// ImGuiPlatformData* data = ImGui::GetPlatformData(); -// for (int i = 1; i < data->Viewports.Size; i++) -// MyRenderFunction(data->Viewports[i], my_args); -// for (int i = 1; i < data->Viewports.Size; i++) -// MySwapBufferFunction(data->Viewports[i], my_args); +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); // void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { @@ -3623,17 +3618,16 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render return; // Skip the main viewport (index 0), which is always fully handled by the application! - ImGuiPlatformData* data = ImGui::GetPlatformData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - for (int i = 1; i < data->Viewports.Size; i++) + for (int i = 1; i < platform_io.Viewports.Size; i++) { - ImGuiViewport* viewport = data->Viewports[i]; + ImGuiViewport* viewport = platform_io.Viewports[i]; if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); } - for (int i = 1; i < data->Viewports.Size; i++) + for (int i = 1; i < platform_io.Viewports.Size; i++) { - ImGuiViewport* viewport = data->Viewports[i]; + ImGuiViewport* viewport = platform_io.Viewports[i]; if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } @@ -4497,8 +4491,8 @@ void ImGui::EndFrame() } // Update user-side viewport list - g.PlatformData.MainViewport = g.Viewports[0]; - g.PlatformData.Viewports.resize(0); + g.PlatformIO.MainViewport = g.Viewports[0]; + g.PlatformIO.Viewports.resize(0); for (int i = 0; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; @@ -4506,7 +4500,7 @@ void ImGui::EndFrame() continue; if (i > 0) IM_ASSERT(viewport->Window != NULL); - g.PlatformData.Viewports.push_back(viewport); + g.PlatformIO.Viewports.push_back(viewport); } // Sort the window list so that all child windows are after their parent @@ -14182,12 +14176,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::ShowViewportThumbnails(); ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - if (g.PlatformData.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformData.Monitors.Size)) + if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size)) { ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)"); - for (int i = 0; i < g.PlatformData.Monitors.Size; i++) + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { - const ImGuiPlatformMonitor& mon = g.PlatformData.Monitors[i]; + const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; ImGui::BulletText("Monitor #%d: Min (%.0f,%.0f) Max (%.0f,%.0f) Size (%.0f,%.0f)", i, mon.Pos.x, mon.Pos.y, mon.Pos.x + mon.Size.x, mon.Pos.y + mon.Size.y, mon.Size.x, mon.Size.y); } ImGui::TreePop(); diff --git a/imgui.h b/imgui.h index ce13fcbb..79c9a0ca 100644 --- a/imgui.h +++ b/imgui.h @@ -73,8 +73,7 @@ struct ImGuiSizeCallbackData; // Structure used to constraint window size struct ImGuiListClipper; // Helper to manually clip large list of items struct ImGuiPayload; // User data payload for drag and drop operations struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) -struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends -struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end. +struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render struct ImGuiContext; // ImGui context (opaque) #ifndef ImTextureID @@ -546,14 +545,13 @@ namespace ImGui IMGUI_API const char* GetClipboardText(); IMGUI_API void SetClipboardText(const char* text); - // (Optional) Platform interface for multi-viewport support - IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // Platform/Renderer function, for back-end to setup. - IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports. - IMGUI_API ImGuiViewport* GetMainViewport(); // == GetPlatformData()->MainViewport == GetPlatformData()->Viewports[0] - IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. - IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // Call in main loop. Will call RenderWindow/SwapBuffers platform functions for each secondary viewport. May be reimplemented by user for custom rendering needs. - IMGUI_API void DestroyPlatformWindows(); // (Optional) Call DestroyWindow platform functions for all viewports. Call from back-end Shutdown() if you need to close platform windows before imgui shutdown. Otherwise will be called by DestroyContext(). - IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); + // (Optional) Platform/OS interface for multi-viewport support + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list. + IMGUI_API ImGuiViewport* GetMainViewport(); // shortcut to == GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0] + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport. may be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.) // Memory Utilities // All those functions are not reliant on the current context. @@ -1875,6 +1873,14 @@ struct ImFont // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. //----------------------------------------------------------------------------- +// (Optional) Represent the bounds of each connected monitor/display +// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors +struct ImGuiPlatformMonitor +{ + ImVec2 Pos; + ImVec2 Size; +}; + // (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled // This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer. // Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions. @@ -1883,10 +1889,14 @@ struct ImFont // You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering. struct ImGuiPlatformIO { - // Platform (e.g. Win32, GLFW, SDL2) + //------------------------------------------------------------------ + // Input - Back-end interface/functions + Monitor List + //------------------------------------------------------------------ + + // Platform functions (e.g. Win32, GLFW, SDL2) void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport void (*Platform_DestroyWindow)(ImGuiViewport* vp); - void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so we have a chance to call SetWindowPos/Size/Title on them. + void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); @@ -1899,32 +1909,25 @@ struct ImGuiPlatformIO void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style. int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code - // Renderer (e.g. DirectX, OpenGL3, Vulkan) + // Renderer functions (e.g. DirectX, OpenGL3, Vulkan) void (*Renderer_CreateWindow)(ImGuiViewport* vp); // Create swap chains, frame buffers etc. void (*Renderer_DestroyWindow)(ImGuiViewport* vp); void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // Resize swap chain, frame buffers etc. void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Clear targets, Render viewport->DrawData void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side) -}; -struct ImGuiPlatformMonitor -{ - ImVec2 Pos; - ImVec2 Size; -}; - -// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows() -// FIXME: Merge into ImGuiPlatformIO -struct ImGuiPlatformData -{ - // Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows) - ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] - ImVector Viewports; // Main viewports, followed by all secondary viewports. - - // Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors) + // List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors) ImVector Monitors; - ImGuiPlatformData() { MainViewport = NULL; } + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // List of viewports (updated by ImGui::UpdatePlatformWindows() along when calling the Platform/Renderer functions) + ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] + ImVector Viewports; // Main viewports, followed by all secondary viewports. + + ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; // Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends diff --git a/imgui_internal.h b/imgui_internal.h index ad9ee7fb..a80cece8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -638,7 +638,6 @@ struct ImGuiContext // Viewports ImVector Viewports; - ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed) ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MousePosViewport; ImGuiViewportP* MousePosPrevViewport; @@ -742,7 +741,6 @@ struct ImGuiContext FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - memset(&PlatformIO, 0, sizeof(PlatformIO)); Time = 0.0f; FrameCount = 0;