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Viewport: BeginMainMenuBar(): explicitly set viewport to avoid creating new one when ImGuiConfigFlags_ViewportsNoMerge is set + misc shallow changes.
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@ -3027,7 +3027,8 @@ void ImGui::UpdateMouseMovingWindow()
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{
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// Try to merge the window back into the main viewport.
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// This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
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if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
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// Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
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if (!IsDragDropPayloadBeingAccepted())
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@ -5220,7 +5221,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Pos = FindBestWindowPosForPopup(window);
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if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned)
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{
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if (!window->Viewport->GetRect().Contains(window->Rect()))
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{
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// Late create viewport, based on the assumption that with our calculations, the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
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@ -5236,7 +5236,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
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SetCurrentWindow(window);
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}
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}
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// Synchronize viewport --> window in case the platform window has been moved or resized from the OS/WM
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if (window->ViewportOwned)
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@ -7423,8 +7422,6 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
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static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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return false;
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if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport)
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return false;
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if (!viewport->GetRect().Contains(window->Rect()))
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@ -7740,10 +7737,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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// We need to take account of the possibility that mouse may become invalid.
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const bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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{
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ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.CurrentPopupStack.back().OpenMousePos;
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bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
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bool mouse_valid = IsMousePosValid(&mouse_ref);
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if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid))
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
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@ -5464,9 +5464,11 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewport* viewport = g.Viewports[0];
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(g.Viewports[0]->Pos);
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SetNextWindowSize(ImVec2(g.Viewports[0]->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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SetNextWindowPos(viewport->Pos);
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SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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