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https://github.com/Drezil/imgui.git
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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:
45
imgui.cpp
45
imgui.cpp
@ -752,7 +752,7 @@ static void NavUpdate();
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static void NavUpdateWindowing();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void NewFrameUpdateMovingWindow();
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static void UpdateMovingWindow();
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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@ -3305,6 +3305,16 @@ static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
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window->ViewportOwned = (viewport->Window == window);
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}
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static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoMerge))
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//if (window->DockStatus == ImGuiDockStatus_Floating)
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if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu)) == 0)
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return true;
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return false;
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}
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static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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@ -3314,6 +3324,8 @@ static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
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return;
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if (!viewport->GetRect().Contains(window->Rect()))
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return;
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if (GetWindowAlwaysWantOwnViewport(window))
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return;
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// Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
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ImGuiViewportP* old_viewport = window->Viewport;
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@ -3324,7 +3336,7 @@ static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
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SetWindowViewport(window, viewport);
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}
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static void ImGui::NewFrameUpdateMovingWindow()
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static void ImGui::UpdateMovingWindow()
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{
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ImGuiContext& g = *GImGui;
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if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse)
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@ -3474,9 +3486,11 @@ static void ImGui::UpdateViewports()
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//if (viewport == GetMainViewport())
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// g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
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// FIXME-DPI: We need to preserve our pivots
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//if (g.MovingWindow)
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// g.ActiveIdClickOffset = g.ActiveIdClickOffset * scale_factor;
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// Scale our window moving pivot so that the window will rescale roughly around the mouse position.
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// FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
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// (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.)
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//if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
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// g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
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}
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viewport->DpiScale = new_dpi_scale;
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}
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@ -3897,7 +3911,7 @@ void ImGui::NewFrame()
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g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
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// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
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NewFrameUpdateMovingWindow();
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UpdateMovingWindow();
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NewFrameUpdateHoveredWindowAndCaptureFlags();
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if (GetFrontMostPopupModal() != NULL)
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@ -6184,6 +6198,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->Viewport = AddUpdateViewport(window, window->ID, viewport_flags, viewport_pos, window->Size);
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}
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}
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else if (!window->ViewportOwned && GetWindowAlwaysWantOwnViewport(window))
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{
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window->Viewport = AddUpdateViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->Pos, window->Size);
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}
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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bool allow_protrude_on_whole_monitor = false;
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@ -14010,20 +14028,6 @@ static void ScaleWindow(ImGuiWindow* window, float scale)
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void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
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{
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ImGuiContext& g = *GImGui;
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// 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.
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// 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.
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//if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
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// g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale);
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/*
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if (g.IO.MousePosViewport == viewport->ID)
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{
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g.IO.MousePos = g.IO.MousePosPrev = ImFloor((g.IO.MousePos - viewport->Pos) * scale) + viewport->Pos;
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g.IO.MouseDelta = ImVec2(0,0);
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}
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*/
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if (viewport->Window)
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{
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ScaleWindow(viewport->Window, scale);
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@ -14036,7 +14040,6 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
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}
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}
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static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
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{
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ImGuiContext& g = *GImGui;
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