Viewport: Reorganized viewport enable flags. Both user + platform + renderer need to enable a flag. (#1542)

This commit is contained in:
omar 2018-03-07 12:35:26 +01:00
parent 52c78820aa
commit 9dcc07422e
17 changed files with 56 additions and 35 deletions

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@ -115,7 +115,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -118,7 +118,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -289,7 +289,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -479,7 +479,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
ImGuiIO& io = ImGui::GetIO();
g_pd3dDevice = device;
g_pFactory = pFactory;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX10_InitPlatformInterface();
return true;
}

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@ -487,7 +487,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
g_pFactory = pFactory;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX11_InitPlatformInterface();
return true;
}

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@ -605,7 +605,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
}
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports; // FIXME-VIEWPORT: Actually unfinshed..
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX12_InitPlatformInterface();
return true;

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@ -153,7 +153,8 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_Window;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplGlfw_InitPlatformInterface();
g_ClientApi = GlfwClientApi_OpenGL;

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@ -45,7 +45,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");
ImGui_ImplOpenGL3_InitPlatformInterface();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplOpenGL3_InitPlatformInterface();
return true;
}

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@ -149,8 +149,11 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
#if SDL_VERSION_ATLEAST(2,0,4)
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
#endif
return true;
}
@ -172,7 +175,6 @@ static void ImGui_ImplSDL2_UpdateMouse()
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MousePosViewport = 0;
io.MouseHoveredViewport = 0;
io.ConfigFlags &= ~ImGuiConfigFlags_PlatformHasMouseHoveredViewport; // FIXME-VIEWPORT: We can't get this info properly with SDL, capture is messing up with SDL_WINDOW_MOUSE_FOCUS report and we'd need to handle _NoInputs
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);

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@ -703,7 +703,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_CreateDeviceObjects();
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplVulkan_InitPlatformInterface();
return true;

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@ -71,7 +71,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplWin32_InitPlatformInterface();
return true;

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@ -35,7 +35,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls

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@ -37,7 +37,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplSDL2_Init(window, gl_context);

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@ -344,7 +344,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplVulkan_InitInfo init_info = {};

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@ -353,7 +353,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplVulkan_InitInfo init_info = {};

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@ -3246,7 +3246,7 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
// On release we either drop window over an existing viewport or create a new one
// (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position)
ImGuiContext& g = *GImGui;
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
return;
ImRect mouse_viewport_rect = g.MouseViewport->GetRect();
@ -3386,11 +3386,11 @@ static void ImGui::UpdateViewports()
ImGuiViewport* main_viewport = g.Viewports[0];
IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
ImVec2 main_viewport_os_desktop_pos = ImVec2(0.0f, 0.0f);
if ((g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
main_viewport_os_desktop_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
Viewport(IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport, main_viewport_os_desktop_pos, g.IO.DisplaySize);
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
{
g.MouseViewport = g.MouseLastViewport = main_viewport;
return;
@ -3541,15 +3541,23 @@ void ImGui::NewFrame()
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
{
if ((g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports) && (g.IO.ConfigFlags & ImGuiConfigFlags_RendererHasViewports))
{
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
#endif
IM_ASSERT(g.IO.PlatformInterface.CreateViewport != NULL);
IM_ASSERT(g.IO.PlatformInterface.DestroyViewport != NULL);
//IM_ASSERT(g.IO.PlatformInterface.RenderViewport != NULL || g.IO.RendererInterface.RenderViewport != NULL); // Missing rendering function
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL); // Platform init function didn't setup main viewport
IM_ASSERT(g.IO.PlatformInterface.CreateViewport != NULL);
IM_ASSERT(g.IO.PlatformInterface.DestroyViewport != NULL);
//IM_ASSERT(g.IO.PlatformInterface.RenderViewport != NULL || g.IO.RendererInterface.RenderViewport != NULL); // Missing rendering function
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL); // Platform init function didn't setup main viewport
}
else
{
// Disable feature, our back-ends do not support it
g.IO.ConfigFlags &= ~ImGuiConfigFlags_EnableViewports;
}
}
// Load settings on first frame
@ -4354,7 +4362,7 @@ void ImGui::EndFrame()
g.FrameCountEnded = g.FrameCount;
if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
UpdatePlatformWindows();
}
@ -4418,7 +4426,7 @@ void ImGui::Render()
void ImGui::RenderAdditionalViewports()
{
ImGuiContext& g = *GImGui;
if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
RenderPlatformWindows();
}
@ -5908,7 +5916,7 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
// Restore main viewport if multi viewports are not supported by the back-end
ImGuiViewport* main_viewport = g.Viewports[0];
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
{
window->Viewport = main_viewport;
window->ViewportId = main_viewport->ID;

16
imgui.h
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@ -772,18 +772,20 @@ enum ImGuiNavInput_
enum ImGuiConfigFlags_
{
// Navigation
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavMoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
// [BETA] Viewports
ImGuiConfigFlags_MultiViewports = 1 << 4, // User enable multiple viewports (require io.PlatformInterface + io.RendererInterface)
ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 5, // Back-end knows how to set io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may have mouse capture. This info is not easy to provide correctly with most high-level engines.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 6, // Back-end honors io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 7, // Back-end can have transparent windows
ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_PlatformHasViewports = 1 << 5, // Back-end Platform supports multiple viewports
ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 6, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 7, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 8, // Back-end Platform supports transparent windows
ImGuiConfigFlags_RendererHasViewports = 1 << 9, // Back-end Renderer supports multiple viewports
// Platform Info (strictly for the user/application)
// Platform Info (free of use, for user/application convenience)
ImGuiConfigFlags_IsSRGB = 1 << 10, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsTouchScreen = 1 << 11, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.