Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542)

This commit is contained in:
omar
2018-04-10 22:58:39 +02:00
parent 32ee0a3947
commit 83bd3595a4
6 changed files with 64 additions and 69 deletions

63
imgui.h
View File

@ -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<ImGuiViewport*> 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<ImGuiPlatformMonitor> 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<ImGuiViewport*> 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