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https://github.com/Drezil/imgui.git
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Viewport: Moved OverlayDrawList to be a per-viewport instead of being global + fix overlay clipping glitch during viewport creation frame + support for software mouse cursor stradding over multiple viewport. The overlay draw list move is rather important as draw lists are not shared among viewports anymore and we can do a swap of their data without copying it. (#1542)
This commit is contained in:
parent
4f112f898e
commit
ac8931b2e9
108
imgui.cpp
108
imgui.cpp
@ -600,7 +600,7 @@
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Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
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A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport).
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
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Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
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@ -2245,10 +2245,11 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
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{
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ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
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g.OverlayDrawList.AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
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g.OverlayDrawList.AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
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g.OverlayDrawList.AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
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g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
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ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
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draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
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draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
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draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
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draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
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}
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else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
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{
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@ -2256,8 +2257,9 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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if (quadrant == g.NavMoveDir)
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{
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
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g.OverlayDrawList.AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
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g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
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ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
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draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
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draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
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}
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}
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#endif
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@ -2691,9 +2693,17 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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ImDrawList* ImGui::GetOverlayDrawList(ImGuiWindow* window)
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{
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IM_ASSERT(window && window->Viewport);
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return window->Viewport->OverlayDrawList;
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}
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ImDrawList* ImGui::GetOverlayDrawList()
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{
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return &GImGui->OverlayDrawList;
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ImGuiWindow* window = GImGui->CurrentWindow;
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IM_ASSERT(window && window->Viewport);
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return window->Viewport->OverlayDrawList;
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}
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ImDrawListSharedData* ImGui::GetDrawListSharedData()
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@ -2946,7 +2956,7 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
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{
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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//GetOverlayDrawList(window)->AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect_rel.Contains(item_rect_rel))
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return;
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@ -3247,8 +3257,8 @@ static void ImGui::NavUpdate()
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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g.NavScoringCount = 0;
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#if IMGUI_DEBUG_NAV_RECTS
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if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
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if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
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#endif
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}
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@ -3592,6 +3602,15 @@ void ImGui::RenderPlatformWindows(void* platform_render_arg, void* renderer_rend
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}
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}
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static void SetupOverlayDrawList(ImDrawList* draw_list, ImGuiViewport* viewport)
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{
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ImGuiContext& g = *GImGui;
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draw_list->Clear();
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draw_list->PushTextureID(g.IO.Fonts->TexID);
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draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
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draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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}
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void ImGui::NewFrame()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
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@ -3659,16 +3678,13 @@ void ImGui::NewFrame()
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g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y);
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g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
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g.OverlayDrawList.Clear();
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g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
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g.OverlayDrawList.PushClipRectFullScreen();
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g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport.
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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g.Viewports[n]->DrawData = NULL;
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g.Viewports[n]->DrawDataP.Clear();
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->DrawData = NULL;
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viewport->DrawDataP.Clear();
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SetupOverlayDrawList(viewport->OverlayDrawList, viewport);
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}
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// Clear reference to active widget if the widget isn't alive anymore
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@ -3983,7 +3999,7 @@ void ImGui::Initialize(ImGuiContext* context)
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g.SettingsHandlers.push_front(ini_handler);
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// Create default viewport
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ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
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ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData);
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viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
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viewport->Idx = 0;
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g.Viewports.push_back(viewport);
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@ -4047,7 +4063,6 @@ void ImGui::Shutdown(ImGuiContext* context)
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for (int i = 0; i < g.Viewports.Size; i++)
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IM_DELETE(g.Viewports[i]);
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g.Viewports.clear();
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g.OverlayDrawList.ClearFreeMemory();
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g.PrivateClipboard.clear();
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g.InputTextState.Text.clear();
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g.InputTextState.InitialText.clear();
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@ -4483,17 +4498,25 @@ void ImGui::Render()
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ImVec2 offset, size, uv[4];
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if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
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{
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const ImVec2 pos = g.IO.MousePos - offset;
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// We need to account for the possibility of the mouse cursor straddling multiple viewports...
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const ImVec2 main_pos = g.IO.MousePos - offset;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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const float sc = g.Style.MouseCursorScale;
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g.OverlayDrawList.PushClipRect(g.MousePosViewport->Pos, g.MousePosViewport->Pos + g.MousePosViewport->Size);
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g.OverlayDrawList.PushTextureID(tex_id);
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
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g.OverlayDrawList.PopTextureID();
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g.OverlayDrawList.PopClipRect();
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_n];
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ImVec2 pos = (g.MousePosViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MousePosViewport), viewport);
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if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc)))
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{
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ImDrawList* draw_list = viewport->OverlayDrawList;
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draw_list->PushTextureID(tex_id);
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draw_list->AddImage(tex_id, pos+ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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draw_list->AddImage(tex_id, pos+ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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draw_list->AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
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draw_list->AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
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draw_list->PopTextureID();
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}
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}
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}
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// Setup ImDrawData structures for end-user
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@ -4502,7 +4525,7 @@ void ImGui::Render()
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->DrawDataBuilder.FlattenIntoSingleLayer();
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], &g.OverlayDrawList);
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], viewport->OverlayDrawList);
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SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
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g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount;
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g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount;
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@ -4605,12 +4628,19 @@ ImGuiViewportP* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFl
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else
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{
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// New viewport
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viewport = IM_NEW(ImGuiViewportP)();
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viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData);
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viewport->ID = id;
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viewport->Idx = g.Viewports.Size;
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viewport->Pos = ImVec2(g.Viewports.back()->GetNextX(), 0.0f);
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viewport->Size = size;
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g.Viewports.push_back(viewport);
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// We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
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// 1. We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
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// 2. Our ImDrawList system requires that there is always a command, SetupOverlayDrawList() effectively does that by setting up texture and clip rect
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g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
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g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
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SetupOverlayDrawList(viewport->OverlayDrawList, viewport);
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}
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IM_ASSERT(viewport->Pos.y == 0.0f);
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@ -6619,7 +6649,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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if (g.Viewports[viewport_n] != window->Viewport)
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g.OverlayDrawList.AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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g.Viewports[viewport_n]->OverlayDrawList->AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
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}
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// Draw navigation selection/windowing rectangle background
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@ -13925,7 +13955,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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struct Funcs
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{
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static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
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static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
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{
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bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
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if (draw_list == ImGui::GetWindowDrawList())
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@ -13936,7 +13966,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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return;
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}
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ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list
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ImDrawList* overlay_draw_list = viewport->OverlayDrawList; // Render additional visuals into the top-most draw list
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if (window && ImGui::IsItemHovered())
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overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
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if (!node_open)
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@ -14008,7 +14038,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
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return;
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ImGuiWindowFlags flags = window->Flags;
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NodeDrawList(window, window->DrawList, "DrawList");
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NodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
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ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
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ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags,
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(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
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@ -14068,7 +14098,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "");
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for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
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Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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ImGui::TreePop();
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}
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}
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@ -14111,8 +14141,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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char buf[32];
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ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
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float font_size = ImGui::GetFontSize() * 2;
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g.OverlayDrawList.AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
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g.OverlayDrawList.AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
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window->Viewport->OverlayDrawList->AddRectFilled(window->PosFloat, window->PosFloat + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
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window->Viewport->OverlayDrawList->AddText(NULL, font_size, window->PosFloat, IM_COL32(255, 255, 255, 255), buf);
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}
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}
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}
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2
imgui.h
2
imgui.h
@ -502,7 +502,7 @@ namespace ImGui
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API float GetTime();
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IMGUI_API int GetFrameCount();
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IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, it covers all viewports. useful to quickly draw overlays shapes/text
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IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered. it covers the entire current viewport. useful to quickly draw overlays shapes/text
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IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
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IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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@ -517,11 +517,13 @@ struct ImGuiViewportP : public ImGuiViewport
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int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
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ImGuiID LastNameHash;
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ImGuiWindow* Window;
|
||||
ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
|
||||
ImDrawData DrawDataP;
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
ImVec2 RendererLastSize;
|
||||
|
||||
ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; DrawData = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
|
||||
ImGuiViewportP(ImDrawListSharedData* draw_list_shared_data) { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; OverlayDrawList = IM_NEW(ImDrawList)(draw_list_shared_data); OverlayDrawList->_OwnerName = "##Overlay"; RendererLastSize = ImVec2(-1.0f,-1.0f); }
|
||||
~ImGuiViewportP() { IM_DELETE(OverlayDrawList); }
|
||||
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
|
||||
float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
|
||||
};
|
||||
@ -634,7 +636,7 @@ struct ImGuiContext
|
||||
// Viewports
|
||||
ImVector<ImGuiViewportP*> Viewports;
|
||||
ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed)
|
||||
ImGuiViewportP* CurrentViewport;
|
||||
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
|
||||
ImGuiViewportP* MousePosViewport;
|
||||
ImGuiViewportP* MousePosPrevViewport;
|
||||
ImGuiViewportP* MouseHoveredPrevViewport;
|
||||
@ -676,7 +678,6 @@ struct ImGuiContext
|
||||
|
||||
// Render
|
||||
float ModalWindowDarkeningRatio;
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
|
||||
// Drag and Drop
|
||||
@ -731,7 +732,7 @@ struct ImGuiContext
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
{
|
||||
Initialized = false;
|
||||
Font = NULL;
|
||||
@ -794,8 +795,6 @@ struct ImGuiContext
|
||||
NavMoveDir = NavMoveDirLast = ImGuiDir_None;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = false;
|
||||
@ -1097,6 +1096,7 @@ namespace ImGui
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiWindow* window);
|
||||
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||
IMGUI_API void ClosePopup(ImGuiID id);
|
||||
|
Loading…
Reference in New Issue
Block a user