Viewport: Corrected/clarified comments. Moved RenderPlatformWindowsDefault() next to UpdatePlatformWindow(). Removed unnecessary flag check.

This commit is contained in:
omar 2018-12-20 12:15:15 +01:00
parent 9c916cdaf9
commit a0e5bb9532
2 changed files with 60 additions and 58 deletions

103
imgui.cpp
View File

@ -7630,7 +7630,8 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->ViewportId = window->Viewport->ID; window->ViewportId = window->Viewport->ID;
} }
// Called by imgui at the end of the main loop, after EndFrame() // Called by user at the end of the main loop, after EndFrame()
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
void ImGui::UpdatePlatformWindows() void ImGui::UpdatePlatformWindows()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7658,34 +7659,34 @@ void ImGui::UpdatePlatformWindows()
if (viewport->LastFrameActive < g.FrameCount) if (viewport->LastFrameActive < g.FrameCount)
continue; continue;
// New windows that appears directly in a new viewport won't always have a size on their frame // New windows that appears directly in a new viewport won't always have a size on their first frame
if (viewport->Size.x <= 0 || viewport->Size.y <= 0) if (viewport->Size.x <= 0 || viewport->Size.y <= 0)
continue; continue;
// Update common viewport flags for owned viewports // Update common viewport flags for owned viewports
if (viewport->Window != NULL) if (ImGuiWindow* window = viewport->Window)
{ {
ImGuiViewportFlags flags = viewport->Flags & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration); ImGuiViewportFlags flags = viewport->Flags & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration);
if (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) if (window->Flags & ImGuiWindowFlags_Tooltip)
flags |= ImGuiViewportFlags_TopMost; flags |= ImGuiViewportFlags_TopMost;
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
flags |= ImGuiViewportFlags_NoTaskBarIcon; flags |= ImGuiViewportFlags_NoTaskBarIcon;
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0) if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
flags |= ImGuiViewportFlags_NoDecoration; flags |= ImGuiViewportFlags_NoDecoration;
viewport->Flags = flags; viewport->Flags = flags;
} }
// Create window // Create window
bool is_new_window = (viewport->PlatformWindowCreated == false); bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
if (is_new_window) if (is_new_platform_window)
{ {
//IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); //IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
g.PlatformIO.Platform_CreateWindow(viewport); g.PlatformIO.Platform_CreateWindow(viewport);
if (g.PlatformIO.Renderer_CreateWindow != NULL) if (g.PlatformIO.Renderer_CreateWindow != NULL)
g.PlatformIO.Renderer_CreateWindow(viewport); g.PlatformIO.Renderer_CreateWindow(viewport);
viewport->LastNameHash = 0; viewport->LastNameHash = 0;
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Platform_SetWindowSize before Platform_ShowWindow viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
viewport->LastRendererSize = viewport->Size; viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
viewport->PlatformWindowCreated = true; viewport->PlatformWindowCreated = true;
} }
@ -7708,29 +7709,32 @@ void ImGui::UpdatePlatformWindows()
if (viewport->LastNameHash != title_hash) if (viewport->LastNameHash != title_hash)
{ {
char title_end_backup_c = *title_end; char title_end_backup_c = *title_end;
*title_end = 0; // Cut existing buffer short instead of doing an alloc/free *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
*title_end = title_end_backup_c; *title_end = title_end_backup_c;
viewport->LastNameHash = title_hash; viewport->LastNameHash = title_hash;
} }
} }
// Update alpha // Update alpha (if it changed)
if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
viewport->LastAlpha = viewport->Alpha; viewport->LastAlpha = viewport->Alpha;
// Show window. On startup ensure platform window don't get focus if (is_new_platform_window)
if (is_new_window)
{ {
if (g.FrameCount < 3) // Give a few frames for the application to stabilize (nested contents may lead to viewport being created a few frames late) // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
if (g.FrameCount < 3)
viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
g.PlatformIO.Platform_ShowWindow(viewport);
}
// Even without focus, we assume the window becomes front-most. This is used by our platform z-order heuristic when io.MouseHoveredViewport is not available. // Show window
if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) g.PlatformIO.Platform_ShowWindow(viewport);
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
// Even without focus, we assume the window becomes front-most.
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
}
// Clear request flags // Clear request flags
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false; viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
@ -7757,6 +7761,34 @@ void ImGui::UpdatePlatformWindows()
} }
} }
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
//
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MyRenderFunction(platform_io.Viewports[i], my_args);
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
//
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{
// Skip the main viewport (index 0), which is always fully handled by the application!
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
}
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
}
}
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7798,37 +7830,6 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
return best_monitor_n; return best_monitor_n;
} }
// This is a default/basic function for performing the rendering/swap of multiple platform windows.
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
//
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MyRenderFunction(platform_io.Viewports[i], my_args);
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
//
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{
if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
return;
// Skip the main viewport (index 0), which is always fully handled by the application!
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
}
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
}
}
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;

15
imgui.h
View File

@ -2143,13 +2143,13 @@ struct ImGuiPlatformMonitor
}; };
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. // (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled.
// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, one for // Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files,
// the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide both Platform // one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide
// and Renderer interfaces and thus may not need to use all functions. // both Platform and Renderer interfaces and so may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, // Platform functions are typically called before their Renderer counterpart,
// apart from Destroy which are called the other way. // apart from Destroy which are called the other way.
// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order: // RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need // You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need
// specific behavior for your multi-window rendering. // specific behavior for your multi-window rendering.
struct ImGuiPlatformIO struct ImGuiPlatformIO
@ -2159,6 +2159,7 @@ struct ImGuiPlatformIO
//------------------------------------------------------------------ //------------------------------------------------------------------
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2) // (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
// Most of them are called by ImGui::UpdatePlatformWindows() and ImGui::RenderPlatformWindowsDefault().
void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); void (*Platform_DestroyWindow)(ImGuiViewport* vp);
void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first
@ -2171,7 +2172,7 @@ struct ImGuiPlatformIO
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title); void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side) void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side) void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) 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. void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) 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.
@ -2213,8 +2214,8 @@ enum ImGuiViewportFlags_
// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport. // The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.
struct ImGuiViewport struct ImGuiViewport
{ {
ImGuiID ID; ImGuiID ID; // Unique identifier for the viewport
ImGuiViewportFlags Flags; ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Position of viewport both in imgui space and in OS desktop/native space ImVec2 Pos; // Position of viewport both in imgui space and in OS desktop/native space
ImVec2 Size; // Size of viewport in pixel ImVec2 Size; // Size of viewport in pixel
float DpiScale; // 1.0f = 96 DPI = No extra scale float DpiScale; // 1.0f = 96 DPI = No extra scale