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Internals: Viewport: Renamed g.MouseRefViewport to g.MouseViewport. (#1542)
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parent
defbf1c4b3
commit
b8b74970d7
42
imgui.cpp
42
imgui.cpp
@ -2331,7 +2331,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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}
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}
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// Filter by viewport
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// Filter by viewport
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if (window->Viewport != g.MouseRefViewport)
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if (window->Viewport != g.MouseViewport)
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if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow)
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if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow)
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return false;
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return false;
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@ -3722,12 +3722,12 @@ void ImGui::UpdateMouseMovingWindow()
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else
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else
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{
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{
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// Try to merge the window back into the main viewport.
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// Try to merge the window back into the main viewport.
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// This works because MouseRefViewport shouldn't be == MovingWindow->Viewport which should have the NoInputs flag during moving.
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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.MouseRefViewport);
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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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// 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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if (!IsDragDropPayloadBeingAccepted())
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g.MouseRefViewport = moving_window->Viewport;
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g.MouseViewport = moving_window->Viewport;
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// Clear the NoInput window flag set by the Viewport system
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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@ -3817,7 +3817,7 @@ static void ImGui::UpdateViewports()
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AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows);
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AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows);
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g.CurrentViewport = NULL;
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g.CurrentViewport = NULL;
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g.MouseRefViewport = NULL;
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g.MouseViewport = NULL;
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for (int n = 0; n < g.Viewports.Size; n++)
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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{
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// Erase unused viewports
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// Erase unused viewports
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@ -3886,7 +3886,7 @@ static void ImGui::UpdateViewports()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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{
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g.MouseRefViewport = main_viewport;
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g.MouseViewport = main_viewport;
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return;
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return;
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}
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}
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@ -3914,24 +3914,24 @@ static void ImGui::UpdateViewports()
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g.MouseLastHoveredViewport = viewport_hovered;
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g.MouseLastHoveredViewport = viewport_hovered;
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// Update mouse reference viewport
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// Update mouse reference viewport
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g.MouseRefViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
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// (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
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// When moving a window we aim at its viewport
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if (g.MovingWindow)
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if (g.MovingWindow)
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g.MouseRefViewport = g.MovingWindow->Viewport;
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g.MouseViewport = g.MovingWindow->Viewport;
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else
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g.MouseViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
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// When dragging something, always refer to the last hovered viewport.
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// When dragging something, always refer to the last hovered viewport.
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// - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
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// - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
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// - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
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// - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
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// - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
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// - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;// || (g.MovingWindow != NULL);
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
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if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
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if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
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viewport_hovered = g.MouseLastHoveredViewport;
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viewport_hovered = g.MouseLastHoveredViewport;
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if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown())
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if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown())
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if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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g.MouseRefViewport = viewport_hovered;
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g.MouseViewport = viewport_hovered;
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IM_ASSERT(g.MouseRefViewport != NULL);
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IM_ASSERT(g.MouseViewport != NULL);
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}
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}
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static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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@ -4152,7 +4152,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
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// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
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// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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FindHoveredWindow();
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FindHoveredWindow();
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IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseRefViewport);
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IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
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// Modal windows prevents cursor from hovering behind them.
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// Modal windows prevents cursor from hovering behind them.
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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ImGuiWindow* modal_window = GetFrontMostPopupModal();
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@ -4596,7 +4596,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.FontStack.clear();
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.OpenPopupStack.clear();
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g.CurrentPopupStack.clear();
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g.CurrentPopupStack.clear();
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g.CurrentViewport = g.MouseRefViewport = g.MouseLastHoveredViewport = NULL;
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g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
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for (int i = 0; i < g.Viewports.Size; i++)
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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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IM_DELETE(g.Viewports[i]);
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g.Viewports.clear();
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g.Viewports.clear();
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@ -5549,7 +5549,7 @@ static void FindHoveredWindow()
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// Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
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// Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
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ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
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ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
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if (g.MovingWindow)
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if (g.MovingWindow)
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g.MovingWindow->Viewport = g.MouseRefViewport;
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g.MovingWindow->Viewport = g.MouseViewport;
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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@ -5564,7 +5564,7 @@ static void FindHoveredWindow()
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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continue;
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continue;
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IM_ASSERT(window->Viewport);
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IM_ASSERT(window->Viewport);
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if (window->Viewport != g.MouseRefViewport)
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if (window->Viewport != g.MouseViewport)
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continue;
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continue;
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// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
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// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
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@ -5604,7 +5604,7 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
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const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
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if (!rect_for_touch.Contains(g.IO.MousePos))
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if (!rect_for_touch.Contains(g.IO.MousePos))
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return false;
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return false;
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if (!g.MouseRefViewport->GetRect().Overlaps(rect_clipped))
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if (!g.MouseViewport->GetRect().Overlaps(rect_clipped))
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return false;
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return false;
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return true;
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return true;
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}
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}
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@ -6811,7 +6811,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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}
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}
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else if (flags & ImGuiWindowFlags_Tooltip)
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else if (flags & ImGuiWindowFlags_Tooltip)
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{
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{
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window->Viewport = g.MouseRefViewport;
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window->Viewport = g.MouseViewport;
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}
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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{
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{
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@ -15165,7 +15165,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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ImGui::Text("MousePosViewport: 0x%08X, Hovered: 0x%08X -> Ref 0x%08X", g.IO.MousePosViewport, g.IO.MouseHoveredViewport, g.MouseRefViewport->ID);
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ImGui::Text("MousePosViewport: 0x%08X, Hovered: 0x%08X -> Ref 0x%08X", g.IO.MousePosViewport, g.IO.MouseHoveredViewport, g.MouseViewport->ID);
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ImGui::TreePop();
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ImGui::TreePop();
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}
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}
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@ -700,7 +700,7 @@ struct ImGuiContext
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// Viewports
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// Viewports
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* MouseRefViewport;
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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@ -843,7 +843,7 @@ struct ImGuiContext
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NextTreeNodeOpenCond = 0;
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NextTreeNodeOpenCond = 0;
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CurrentViewport = NULL;
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CurrentViewport = NULL;
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MouseRefViewport = MouseLastHoveredViewport = NULL;
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MouseViewport = MouseLastHoveredViewport = NULL;
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PlatformLastFocusedViewport = 0;
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PlatformLastFocusedViewport = 0;
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NavWindow = NULL;
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NavWindow = NULL;
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