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Viewport: Making the code a little more sturdy (flag changes) + added descriptions. (#1542)
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37
imgui.cpp
37
imgui.cpp
@ -7328,11 +7328,12 @@ static void ImGui::UpdateViewports()
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for (int window_n = 0; window_n < g.Windows.Size; window_n++)
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if (g.Windows[window_n]->Viewport == viewport)
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g.Windows[window_n]->Viewport = NULL;
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if (viewport == g.MouseLastHoveredViewport)
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g.MouseLastHoveredViewport = NULL;
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g.Viewports.erase(g.Viewports.Data + n);
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// Destroy
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if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL;
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IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_DELETE(viewport);
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n--;
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@ -7616,13 +7617,7 @@ void ImGui::UpdatePlatformWindows()
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destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
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if (destroy_platform_window)
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{
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if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow)
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g.PlatformIO.Renderer_DestroyWindow(viewport);
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if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow)
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g.PlatformIO.Platform_DestroyWindow(viewport);
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viewport->CreatedPlatformWindow = false;
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IM_ASSERT(viewport->RendererUserData == NULL);
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IM_ASSERT(viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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DestroyPlatformWindow(viewport);
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continue;
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}
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if (viewport->LastFrameActive < g.FrameCount)
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@ -7782,22 +7777,28 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render
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}
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}
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void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow)
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g.PlatformIO.Renderer_DestroyWindow(viewport);
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if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow)
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g.PlatformIO.Platform_DestroyWindow(viewport);
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viewport->CreatedPlatformWindow = false;
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IM_ASSERT(viewport->RendererUserData == NULL);
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IM_ASSERT(viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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}
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void ImGui::DestroyPlatformWindows()
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{
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// We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data
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// have stored in e.g. PlatformHandle.
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// It is expected that the back-end stored a flag to remember that it doesn't own the window created for the main viewport,
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// and won't destroy the underlying platform/renderer data (e.g.
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// It is expected that the back-end stored a flag to remember that it doesn't own the window created for the
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// main viewport, and won't destroy the underlying platform/renderer data.
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ImGuiContext& g = *GImGui;
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for (int i = 0; i < g.Viewports.Size; i++)
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if (g.Viewports[i]->CreatedPlatformWindow)
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{
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if (g.PlatformIO.Renderer_DestroyWindow)
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g.PlatformIO.Renderer_DestroyWindow(g.Viewports[i]);
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if (g.PlatformIO.Platform_DestroyWindow)
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g.PlatformIO.Platform_DestroyWindow(g.Viewports[i]);
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g.Viewports[i]->CreatedPlatformWindow = false;
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}
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DestroyPlatformWindow(g.Viewports[i]);
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}
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//-----------------------------------------------------------------------------
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