From afabb2f3d80ff13f21012dfdfbccfcb15e4c82a1 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 17 Jun 2021 16:12:22 +0200 Subject: [PATCH] Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change --- imgui.cpp | 173 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 91 insertions(+), 82 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 0d627090..552b361e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -946,7 +946,8 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); -static void UpdateSelectWindowViewport(ImGuiWindow* window); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); @@ -6315,7 +6316,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SELECT VIEWPORT // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - UpdateSelectWindowViewport(window); + WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); @@ -6447,85 +6448,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - bool viewport_rect_changed = false; if (window->ViewportOwned) - { - // Synchronize window --> viewport in most situations - // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM - if (window->Viewport->PlatformRequestMove) - { - window->Pos = window->Viewport->Pos; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Pos = window->Pos; - } - - if (window->Viewport->PlatformRequestResize) - { - window->Size = window->SizeFull = window->Viewport->Size; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Size = window->Size; - } - window->Viewport->UpdateWorkRect(); - - // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() - // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. - if (viewport_rect_changed) - UpdateViewportPlatformMonitor(window->Viewport); - - // Update common viewport flags - const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; - ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; - const bool is_modal = (flags & ImGuiWindowFlags_Modal) != 0; - const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; - if (flags & ImGuiWindowFlags_Tooltip) - viewport_flags |= ImGuiViewportFlags_TopMost; - if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; - if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) - viewport_flags |= ImGuiViewportFlags_NoDecoration; - - // Not correct to set modal as topmost because: - // - Because other popups can be stacked above a modal (e.g. combo box in a modal) - // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" - //if (flags & ImGuiWindowFlags_Modal) - // viewport_flags |= ImGuiViewportFlags_TopMost; - - // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them - // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). - // 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, - // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. - if (is_short_lived_floating_window && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; - - // We can overwrite viewport flags using ImGuiWindowClass (advanced users) - // We don't default to the main viewport because. - if (window->WindowClass.ParentViewportId) - window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; - else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) - window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; - else - window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; - if (window->WindowClass.ViewportFlagsOverrideSet) - viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; - if (window->WindowClass.ViewportFlagsOverrideClear) - viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; - - // We can also tell the backend that clearing the platform window won't be necessary, - // as our window background is filling the viewport and we have disabled BgAlpha. - // FIXME: Work on support for per-viewport transparency (#2766) - if (!(flags & ImGuiWindowFlags_NoBackground)) - viewport_flags |= ImGuiViewportFlags_NoRendererClear; - - window->Viewport->Flags = viewport_flags; - } + WindowSyncOwnedViewport(window, parent_window_in_stack); // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. @@ -11409,7 +11333,8 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // - UpdateViewportsNewFrame() [Internal] // - UpdateViewportsEndFrame() [Internal] // - AddUpdateViewport() [Internal] -// - UpdateSelectWindowViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] // - UpdatePlatformWindows() // - RenderPlatformWindowsDefault() // - FindPlatformMonitorForPos() [Internal] @@ -11425,6 +11350,7 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -11856,7 +11782,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const } // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. -static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) +static void ImGui::WindowSelectViewport(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; @@ -11983,6 +11909,89 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // 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, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ParentViewportId) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; +} + // 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()