Viewport, Platform: Refresh monitor list (win32, glfw) + avoid calling GetWindowFocus before platform window creation to not require of backend to null-check things inconsistently. (#1542)

This commit is contained in:
omar
2018-04-26 16:07:54 +02:00
parent da70c837da
commit cd51f37fc0
6 changed files with 51 additions and 27 deletions

View File

@ -3580,21 +3580,6 @@ void ImGui::UpdatePlatformWindows()
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
return;
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
if (g.PlatformIO.Platform_GetWindowFocus)
{
ImGuiViewportP* focused_viewport = NULL;
for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++)
if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i]))
focused_viewport = g.Viewports[i];
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
{
if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
g.PlatformLastFocusedViewport = focused_viewport->ID;
}
}
// Create/resize/destroy platform windows to match each active viewport.
// Skip the main viewport (index 0), which is always fully handled by the application!
for (int i = 1; i < g.Viewports.Size; i++)
@ -3631,13 +3616,14 @@ void ImGui::UpdatePlatformWindows()
}
// Create window
bool is_new_window = (viewport->PlatformHandle == NULL && viewport->PlatformUserData == NULL && viewport->RendererUserData == NULL);
if (is_new_window && viewport->PlatformHandle == NULL && viewport->PlatformUserData == NULL)
g.PlatformIO.Platform_CreateWindow(viewport);
if (is_new_window && viewport->RendererUserData == NULL && g.PlatformIO.Renderer_CreateWindow != NULL)
bool is_new_window = (viewport->CreatedPlatformWindow == false);
if (is_new_window)
{
g.PlatformIO.Renderer_CreateWindow(viewport);
g.PlatformIO.Platform_CreateWindow(viewport);
if (g.PlatformIO.Renderer_CreateWindow != NULL)
g.PlatformIO.Renderer_CreateWindow(viewport);
viewport->RendererLastSize = viewport->Size;
viewport->CreatedPlatformWindow = true;
}
// Apply Position and Size (from ImGui to Platform/Renderer back-ends)
@ -3682,6 +3668,22 @@ void ImGui::UpdatePlatformWindows()
// Clear request flags
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
}
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
if (g.PlatformIO.Platform_GetWindowFocus != NULL)
{
ImGuiViewportP* focused_viewport = NULL;
for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++)
if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL || g.Viewports[i]->CreatedPlatformWindow)
if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i]))
focused_viewport = g.Viewports[i];
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
{
if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
g.PlatformLastFocusedViewport = focused_viewport->ID;
}
}
}
// This is a default/basic function for performing the rendering/swap of multiple platform windows.