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https://github.com/Drezil/imgui.git
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Viewport: Reorganized viewport enable flags. Both user + platform + renderer need to enable a flag. (#1542)
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52c78820aa
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@ -115,7 +115,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -118,7 +118,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -289,7 +289,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -479,7 +479,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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ImGuiIO& io = ImGui::GetIO();
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g_pd3dDevice = device;
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g_pFactory = pFactory;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplDX10_InitPlatformInterface();
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return true;
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}
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@ -487,7 +487,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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g_pFactory = pFactory;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplDX11_InitPlatformInterface();
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return true;
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}
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@ -605,7 +605,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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}
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports; // FIXME-VIEWPORT: Actually unfinshed..
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplDX12_InitPlatformInterface();
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return true;
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@ -153,7 +153,8 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplGlfw_InitPlatformInterface();
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g_ClientApi = GlfwClientApi_OpenGL;
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@ -45,6 +45,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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strcpy(g_GlslVersion, glsl_version);
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strcat(g_GlslVersion, "\n");
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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@ -149,8 +149,11 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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#if SDL_VERSION_ATLEAST(2,0,4)
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
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#endif
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return true;
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}
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@ -172,7 +175,6 @@ static void ImGui_ImplSDL2_UpdateMouse()
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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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
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int mx, my;
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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
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplVulkan_CreateDeviceObjects();
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplVulkan_InitPlatformInterface();
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return true;
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@ -71,7 +71,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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ImGui_ImplWin32_InitPlatformInterface();
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return true;
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@ -35,7 +35,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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@ -37,7 +37,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplSDL2_Init(window, gl_context);
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@ -344,7 +344,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplVulkan_InitInfo init_info = {};
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@ -353,7 +353,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplVulkan_InitInfo init_info = {};
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22
imgui.cpp
22
imgui.cpp
@ -3246,7 +3246,7 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
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// On release we either drop window over an existing viewport or create a new one
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// (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)
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ImGuiContext& g = *GImGui;
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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return;
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ImRect mouse_viewport_rect = g.MouseViewport->GetRect();
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@ -3386,11 +3386,11 @@ static void ImGui::UpdateViewports()
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ImGuiViewport* main_viewport = g.Viewports[0];
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IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
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ImVec2 main_viewport_os_desktop_pos = ImVec2(0.0f, 0.0f);
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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main_viewport_os_desktop_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
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Viewport(IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport, main_viewport_os_desktop_pos, g.IO.DisplaySize);
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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{
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g.MouseViewport = g.MouseLastViewport = main_viewport;
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return;
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@ -3541,7 +3541,9 @@ void ImGui::NewFrame()
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if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
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IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
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if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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{
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports) && (g.IO.ConfigFlags & ImGuiConfigFlags_RendererHasViewports))
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
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@ -3551,6 +3553,12 @@ void ImGui::NewFrame()
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//IM_ASSERT(g.IO.PlatformInterface.RenderViewport != NULL || g.IO.RendererInterface.RenderViewport != NULL); // Missing rendering function
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IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL); // Platform init function didn't setup main viewport
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}
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else
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{
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// Disable feature, our back-ends do not support it
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g.IO.ConfigFlags &= ~ImGuiConfigFlags_EnableViewports;
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}
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}
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// Load settings on first frame
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if (!g.SettingsLoaded)
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@ -4354,7 +4362,7 @@ void ImGui::EndFrame()
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g.FrameCountEnded = g.FrameCount;
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if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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UpdatePlatformWindows();
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}
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@ -4418,7 +4426,7 @@ void ImGui::Render()
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void ImGui::RenderAdditionalViewports()
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{
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ImGuiContext& g = *GImGui;
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if (g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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RenderPlatformWindows();
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}
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@ -5908,7 +5916,7 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
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// Restore main viewport if multi viewports are not supported by the back-end
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ImGuiViewport* main_viewport = g.Viewports[0];
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_MultiViewports))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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{
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window->Viewport = main_viewport;
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window->ViewportId = main_viewport->ID;
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16
imgui.h
16
imgui.h
@ -772,18 +772,20 @@ enum ImGuiNavInput_
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enum ImGuiConfigFlags_
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{
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// Navigation
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
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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.
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ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
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// [BETA] Viewports
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ImGuiConfigFlags_MultiViewports = 1 << 4, // User enable multiple viewports (require io.PlatformInterface + io.RendererInterface)
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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.
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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)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 7, // Back-end can have transparent windows
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ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
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ImGuiConfigFlags_PlatformHasViewports = 1 << 5, // Back-end Platform supports multiple viewports
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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.
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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)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 8, // Back-end Platform supports transparent windows
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ImGuiConfigFlags_RendererHasViewports = 1 << 9, // Back-end Renderer supports multiple viewports
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// Platform Info (strictly for the user/application)
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// Platform Info (free of use, for user/application convenience)
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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)
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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)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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