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Viewport: Made it possible for the moving window to detach and recreate its own Viewport (used by Docking)
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parent
140ece0aeb
commit
9dea27b273
40
imgui.cpp
40
imgui.cpp
@ -5536,6 +5536,11 @@ static void FindHoveredWindow()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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// Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
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ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
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if (g.MovingWindow)
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g.MovingWindow->Viewport = g.MouseRefViewport;
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs))
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if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs))
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@ -5568,6 +5573,9 @@ static void FindHoveredWindow()
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g.HoveredWindow = hovered_window;
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g.HoveredWindow = hovered_window;
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g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
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g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
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if (g.MovingWindow)
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g.MovingWindow->Viewport = moving_window_viewport;
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}
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}
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// Test if mouse cursor is hovering given rectangle
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// Test if mouse cursor is hovering given rectangle
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@ -6764,16 +6772,19 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->ViewportId = 0;
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window->ViewportId = 0;
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}
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}
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// By default inherit from parent window
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if (!g.NextWindowData.ViewportCond)
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if (window->Viewport == NULL && window->ParentWindow)
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window->Viewport = window->ParentWindow->Viewport;
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
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if (window->Viewport == NULL && window->ViewportId != 0)
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{
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{
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window->Viewport = FindViewportByID(window->ViewportId);
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// By default inherit from parent window
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if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
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if (window->Viewport == NULL && window->ParentWindow)
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window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_NoDecoration);
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window->Viewport = window->ParentWindow->Viewport;
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
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if (window->Viewport == NULL && window->ViewportId != 0)
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{
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window->Viewport = FindViewportByID(window->ViewportId);
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if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
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window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_NoDecoration);
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}
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}
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}
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if (g.NextWindowData.ViewportCond)
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if (g.NextWindowData.ViewportCond)
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@ -6795,10 +6806,13 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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{
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{
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// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse)
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// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse)
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// If we are already in our own viewport, if need to set the NoInputs flag.
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// If we are already in our own viewport, if need to set the NoInputs flag.
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bool own_viewport = window->Viewport->Window == window; // We test window->Viewport->Window because window->ViewportOwned is not valid during this function.
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// If we have no viewport (which happens when detaching a docked node) immediately create one.
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bool leave_host_viewport = !own_viewport && !window->Viewport->GetRect().Contains(window->Rect());
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// We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function.
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bool move_from_own_viewport = own_viewport && !(window->Viewport->Flags & ImGuiViewportFlags_NoInputs);
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bool has_viewport = (window->Viewport != NULL);
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if (leave_host_viewport || move_from_own_viewport)
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bool own_viewport = has_viewport && (window->Viewport->Window == window);
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bool leave_host_viewport = has_viewport && !own_viewport && !window->Viewport->GetRect().Contains(window->Rect());
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bool move_from_own_viewport = has_viewport && own_viewport && !(window->Viewport->Flags & ImGuiViewportFlags_NoInputs);
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if (!has_viewport || leave_host_viewport || move_from_own_viewport)
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs);
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs);
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}
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}
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else if (GetWindowAlwaysWantOwnViewport(window))
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else if (GetWindowAlwaysWantOwnViewport(window))
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