mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 14:56:35 +00:00
Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change
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parent
9b417b26d9
commit
afabb2f3d8
173
imgui.cpp
173
imgui.cpp
@ -946,7 +946,8 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi
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static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
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static void UpdateViewportsNewFrame();
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static void UpdateViewportsEndFrame();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void WindowSelectViewport(ImGuiWindow* window);
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static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
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static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
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static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
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static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
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@ -6315,7 +6316,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// SELECT VIEWPORT
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// We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
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UpdateSelectWindowViewport(window);
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WindowSelectViewport(window);
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SetCurrentViewport(window, window->Viewport);
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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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@ -6447,85 +6448,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetCurrentWindow(window);
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}
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bool viewport_rect_changed = false;
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if (window->ViewportOwned)
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{
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// Synchronize window --> viewport in most situations
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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->Viewport->PlatformRequestMove)
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{
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window->Pos = window->Viewport->Pos;
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MarkIniSettingsDirty(window);
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}
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else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
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{
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viewport_rect_changed = true;
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window->Viewport->Pos = window->Pos;
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}
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if (window->Viewport->PlatformRequestResize)
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{
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window->Size = window->SizeFull = window->Viewport->Size;
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MarkIniSettingsDirty(window);
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}
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else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
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{
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viewport_rect_changed = true;
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window->Viewport->Size = window->Size;
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}
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window->Viewport->UpdateWorkRect();
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// The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
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// Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
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if (viewport_rect_changed)
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UpdateViewportPlatformMonitor(window->Viewport);
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// Update common viewport flags
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const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
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ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
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const bool is_modal = (flags & ImGuiWindowFlags_Modal) != 0;
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const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
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if (flags & ImGuiWindowFlags_Tooltip)
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viewport_flags |= ImGuiViewportFlags_TopMost;
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if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
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viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
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if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
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viewport_flags |= ImGuiViewportFlags_NoDecoration;
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// Not correct to set modal as topmost because:
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// - Because other popups can be stacked above a modal (e.g. combo box in a modal)
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// - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
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//if (flags & ImGuiWindowFlags_Modal)
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// viewport_flags |= ImGuiViewportFlags_TopMost;
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// For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
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// won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
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// Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
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// but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
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if (is_short_lived_floating_window && !is_modal)
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viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
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// We can overwrite viewport flags using ImGuiWindowClass (advanced users)
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// We don't default to the main viewport because.
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if (window->WindowClass.ParentViewportId)
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window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
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else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack)
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window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
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else
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window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
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if (window->WindowClass.ViewportFlagsOverrideSet)
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viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
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if (window->WindowClass.ViewportFlagsOverrideClear)
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viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
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// We can also tell the backend that clearing the platform window won't be necessary,
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// as our window background is filling the viewport and we have disabled BgAlpha.
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// FIXME: Work on support for per-viewport transparency (#2766)
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if (!(flags & ImGuiWindowFlags_NoBackground))
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viewport_flags |= ImGuiViewportFlags_NoRendererClear;
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window->Viewport->Flags = viewport_flags;
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}
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WindowSyncOwnedViewport(window, parent_window_in_stack);
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// Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
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// When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
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@ -11409,7 +11333,8 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
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// - UpdateViewportsNewFrame() [Internal]
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// - UpdateViewportsEndFrame() [Internal]
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// - AddUpdateViewport() [Internal]
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// - UpdateSelectWindowViewport() [Internal]
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// - WindowSelectViewport() [Internal]
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// - WindowSyncOwnedViewport() [Internal]
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// - UpdatePlatformWindows()
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// - RenderPlatformWindowsDefault()
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// - FindPlatformMonitorForPos() [Internal]
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@ -11425,6 +11350,7 @@ ImGuiViewport* ImGui::GetMainViewport()
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return g.Viewports[0];
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}
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// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
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ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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@ -11856,7 +11782,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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}
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// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
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static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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static void ImGui::WindowSelectViewport(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindowFlags flags = window->Flags;
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@ -11983,6 +11909,89 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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// window->Flags |= ImGuiWindowFlags_NoTitleBar;
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}
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void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
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{
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ImGuiContext& g = *GImGui;
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bool viewport_rect_changed = false;
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// Synchronize window --> viewport in most situations
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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->Viewport->PlatformRequestMove)
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{
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window->Pos = window->Viewport->Pos;
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MarkIniSettingsDirty(window);
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}
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else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
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{
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viewport_rect_changed = true;
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window->Viewport->Pos = window->Pos;
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}
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if (window->Viewport->PlatformRequestResize)
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{
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window->Size = window->SizeFull = window->Viewport->Size;
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MarkIniSettingsDirty(window);
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}
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else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
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{
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viewport_rect_changed = true;
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window->Viewport->Size = window->Size;
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}
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window->Viewport->UpdateWorkRect();
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// The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
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// Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
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if (viewport_rect_changed)
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UpdateViewportPlatformMonitor(window->Viewport);
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// Update common viewport flags
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const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
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ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
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ImGuiWindowFlags window_flags = window->Flags;
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const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
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const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
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if (window_flags & ImGuiWindowFlags_Tooltip)
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viewport_flags |= ImGuiViewportFlags_TopMost;
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if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
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viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
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if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
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viewport_flags |= ImGuiViewportFlags_NoDecoration;
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// Not correct to set modal as topmost because:
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// - Because other popups can be stacked above a modal (e.g. combo box in a modal)
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// - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
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//if (flags & ImGuiWindowFlags_Modal)
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// viewport_flags |= ImGuiViewportFlags_TopMost;
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// For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
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// won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
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// Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
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// but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
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if (is_short_lived_floating_window && !is_modal)
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viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
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// We can overwrite viewport flags using ImGuiWindowClass (advanced users)
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if (window->WindowClass.ParentViewportId)
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window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
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else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack)
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window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
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else
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window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
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if (window->WindowClass.ViewportFlagsOverrideSet)
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viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
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if (window->WindowClass.ViewportFlagsOverrideClear)
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viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
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// We can also tell the backend that clearing the platform window won't be necessary,
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// as our window background is filling the viewport and we have disabled BgAlpha.
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// FIXME: Work on support for per-viewport transparency (#2766)
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if (!(window_flags & ImGuiWindowFlags_NoBackground))
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viewport_flags |= ImGuiViewportFlags_NoRendererClear;
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window->Viewport->Flags = viewport_flags;
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}
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// Called by user at the end of the main loop, after EndFrame()
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// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
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void ImGui::UpdatePlatformWindows()
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