diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index d3dcfb37..3ff1cef3 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -98,10 +98,13 @@ int main(int, char**) ImGui_ImplOpenGL3_Init(glsl_version); // Setup Style - ImGui::GetStyle().WindowRounding = 0.0f; ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding + style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 96a91c76..a5a82a7d 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -92,6 +92,10 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding + style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index aaf97b46..5fd98c08 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -147,10 +147,13 @@ int main(int, char**) ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Setup Style - ImGui::GetStyle().WindowRounding = 0.0f; ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding + style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. diff --git a/imgui.cpp b/imgui.cpp index 522a0909..ed32c342 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7427,6 +7427,16 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG if (GetWindowAlwaysWantOwnViewport(window)) return false; + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window_behind = g.Windows[n]; + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetRect().Overlaps(window->Rect())) + return false; + } + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) ImGuiViewportP* old_viewport = window->Viewport; if (window->ViewportOwned) @@ -7500,7 +7510,10 @@ static void ImGui::UpdateViewports() // Clear references to this viewport in windows (window->ViewportId becomes the master data) for (int window_n = 0; window_n < g.Windows.Size; window_n++) if (g.Windows[window_n]->Viewport == viewport) + { g.Windows[window_n]->Viewport = NULL; + g.Windows[window_n]->ViewportOwned = false; + } if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; g.Viewports.erase(g.Viewports.Data + n); @@ -7687,8 +7700,9 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) } // Merge into host viewport + bool try_to_merge_into_host_viewport = false; if (window->ViewportOwned && g.ActiveId == 0) - UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + try_to_merge_into_host_viewport = true; window->ViewportOwned = false; // Appearing popups reset their viewport so they can inherit again @@ -7719,7 +7733,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->Viewport = FindViewportByID(g.NextWindowData.ViewportId); window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. } - else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { // Always inherit viewport from parent window window->Viewport = window->ParentWindow->Viewport; @@ -7737,6 +7751,11 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) if (window->Viewport != NULL && window->Viewport->Window == window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } + else + { + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + } // Fallback to default viewport if (window->Viewport == NULL) @@ -7773,6 +7792,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); } } + // Regular (non-child, non-popup) windows by default are also allowed to protrude // Child windows are kept contained within their parent. else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) diff --git a/imgui.h b/imgui.h index 4fa1f2a6..6dc4553b 100644 --- a/imgui.h +++ b/imgui.h @@ -962,6 +962,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_DockingNoSplit = 1 << 7, // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends) ImGuiConfigFlags_ViewportsNoTaskBarIcon = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them) ImGuiConfigFlags_ViewportsNoMerge = 1 << 12, // All floating windows will always create their own viewport and platform window.