Viewport: Added ImGuiConfigFlags_ViewportsNoMerge flag (to enforce a platform window for all floating windows) + minor tidying up and addition of non-functional wip code.

This commit is contained in:
omar 2018-04-23 18:27:38 +02:00
parent 423577e14e
commit d268471285
4 changed files with 54 additions and 31 deletions

View File

@ -135,6 +135,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls

View File

@ -518,6 +518,22 @@ static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
(int)(viewport->Pos.x + viewport->Size.x), (int)(viewport->Pos.y + viewport->Size.y));
}
// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
(void)viewport;
#if 0
ImGuiStyle default_style;
//default_style.WindowPadding = ImVec2(0, 0);
//default_style.WindowBorderSize = 0.0f;
//default_style.ItemSpacing.y = 3.0f;
//default_style.FramePadding = ImVec2(0, 0);
default_style.ScaleAllSizes(viewport->DpiScale);
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
#endif
}
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
@ -604,6 +620,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();

View File

@ -752,7 +752,7 @@ static void NavUpdate();
static void NavUpdateWindowing();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void NewFrameUpdateMovingWindow();
static void UpdateMovingWindow();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
@ -3305,6 +3305,16 @@ static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
window->ViewportOwned = (viewport->Window == window);
}
static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoMerge))
//if (window->DockStatus == ImGuiDockStatus_Floating)
if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu)) == 0)
return true;
return false;
}
static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
@ -3314,6 +3324,8 @@ static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
return;
if (!viewport->GetRect().Contains(window->Rect()))
return;
if (GetWindowAlwaysWantOwnViewport(window))
return;
// Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
ImGuiViewportP* old_viewport = window->Viewport;
@ -3324,7 +3336,7 @@ static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
SetWindowViewport(window, viewport);
}
static void ImGui::NewFrameUpdateMovingWindow()
static void ImGui::UpdateMovingWindow()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
@ -3474,9 +3486,11 @@ static void ImGui::UpdateViewports()
//if (viewport == GetMainViewport())
// g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
// FIXME-DPI: We need to preserve our pivots
//if (g.MovingWindow)
// g.ActiveIdClickOffset = g.ActiveIdClickOffset * scale_factor;
// Scale our window moving pivot so that the window will rescale roughly around the mouse position.
// FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
// (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
//if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
// g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
}
viewport->DpiScale = new_dpi_scale;
}
@ -3897,7 +3911,7 @@ void ImGui::NewFrame()
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
NewFrameUpdateMovingWindow();
UpdateMovingWindow();
NewFrameUpdateHoveredWindowAndCaptureFlags();
if (GetFrontMostPopupModal() != NULL)
@ -6184,6 +6198,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->Viewport = AddUpdateViewport(window, window->ID, viewport_flags, viewport_pos, window->Size);
}
}
else if (!window->ViewportOwned && GetWindowAlwaysWantOwnViewport(window))
{
window->Viewport = AddUpdateViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->Pos, window->Size);
}
// Mark window as allowed to protrude outside of its viewport and into the current monitor
bool allow_protrude_on_whole_monitor = false;
@ -14010,20 +14028,6 @@ static void ScaleWindow(ImGuiWindow* window, float scale)
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
{
ImGuiContext& g = *GImGui;
// FIXME-DPI: This is meant to have the window rescale around the mouse. It currently creates feedback loop when a window is straddling a DPI transition border.
// NB: since our sizes do not perfectly linearly scale, deferring the ClickOffset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.
//if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
// g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale);
/*
if (g.IO.MousePosViewport == viewport->ID)
{
g.IO.MousePos = g.IO.MousePosPrev = ImFloor((g.IO.MousePos - viewport->Pos) * scale) + viewport->Pos;
g.IO.MouseDelta = ImVec2(0,0);
}
*/
if (viewport->Window)
{
ScaleWindow(viewport->Window, scale);
@ -14036,7 +14040,6 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
}
}
static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
{
ImGuiContext& g = *GImGui;

22
imgui.h
View File

@ -787,22 +787,24 @@ enum ImGuiNavInput_
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
// [BETA] Viewports
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_ViewportsNoTaskBarIcons = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 12,
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 13,
ImGuiConfigFlags_ViewportsNoMerge = 1 << 12, // All floating windows _always_ have create their own viewport and platform window.
ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 13,
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14,
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.