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https://github.com/Drezil/imgui.git
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Examples, Platform, Viewport: Fixed inconsistent window ownership issues. Added comments. Made Win32/SDL back-ends track ownership.
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@ -554,6 +554,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
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if (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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@ -561,6 +561,7 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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@ -690,6 +690,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
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{
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IM_ASSERT(0);
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@ -371,12 +371,14 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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{
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if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
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{
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if (data->WindowOwned)
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{
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#if GLFW_HAS_GLFW_HOVERED
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HWND hwnd = glfwGetWin32Window(data->Window);
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::RemovePropA(hwnd, "IMGUI_VIEWPORT");
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#endif
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if (data->Window && data->WindowOwned)
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HWND hwnd = glfwGetWin32Window(data->Window);
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::RemovePropA(hwnd, "IMGUI_VIEWPORT");
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#endif
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glfwDestroyWindow(data->Window);
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}
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data->Window = NULL;
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IM_DELETE(data);
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}
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@ -539,12 +541,13 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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// Register main window handle
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
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data->Window = g_Window;
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data->WindowOwned = false;
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main_viewport->PlatformUserData = data;
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main_viewport->PlatformHandle = (void*)g_Window;
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}
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static void ImGui_ImplGlfw_ShutdownPlatformInterface()
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@ -285,9 +285,10 @@ struct ImGuiViewportDataSDL2
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{
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SDL_Window* Window;
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Uint32 WindowID;
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; GLContext = NULL; }
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ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
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~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
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};
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@ -316,8 +317,8 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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sdl_flags |= SDL_WINDOW_HIDDEN;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
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data->Window = SDL_CreateWindow("No Title Yet",
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(int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->WindowOwned = true;
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if (use_opengl)
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data->GLContext = SDL_GL_CreateContext(data->Window);
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if (use_opengl && backup_context)
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@ -329,11 +330,11 @@ static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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{
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if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
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{
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if (data->GLContext)
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if (data->GLContext && data->WindowOwned)
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SDL_GL_DeleteContext(data->GLContext);
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data->GLContext = NULL;
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if (data->Window)
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if (data->Window && data->WindowOwned)
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SDL_DestroyWindow(data->Window);
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data->GLContext = NULL;
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data->Window = NULL;
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IM_DELETE(data);
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}
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@ -455,11 +456,12 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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#endif
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// Register main window handle
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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data->Window = window;
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data->WindowID = SDL_GetWindowID(window);
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data->WindowOwned = false;
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data->GLContext = sdl_gl_context;
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main_viewport->PlatformUserData = data;
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main_viewport->PlatformHandle = data->Window;
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@ -1108,6 +1108,7 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData)
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{
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ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, &data->WindowData, g_Allocator);
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@ -364,10 +364,11 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2)
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struct ImGuiViewportDataWin32
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{
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HWND Hwnd;
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bool HwndOwned;
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DWORD DwStyle;
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DWORD DwExStyle;
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ImGuiViewportDataWin32() { Hwnd = NULL; DwStyle = DwExStyle = 0; }
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ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; }
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~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
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};
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@ -393,10 +394,11 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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// Create window
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RECT rect = { (LONG)viewport->PlatformPos.x, (LONG)viewport->PlatformPos.y, (LONG)(viewport->PlatformPos.x + viewport->Size.x), (LONG)(viewport->PlatformPos.y + viewport->Size.y) };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
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data->Hwnd = ::CreateWindowExA(
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data->DwExStyle, "ImGui Platform", "No Title Yet", data->DwStyle, // Style, class name, window name
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rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
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g_hWnd, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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data->Hwnd = ::CreateWindowEx(
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data->DwExStyle, _T("ImGui Platform"), _T("No Title Yet"), data->DwStyle, // Style, class name, window name
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rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
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g_hWnd, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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data->HwndOwned = true;
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viewport->PlatformRequestResize = false;
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viewport->PlatformHandle = data->Hwnd;
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}
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@ -411,7 +413,7 @@ static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
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::ReleaseCapture();
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::SetCapture(g_hWnd);
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}
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if (data->Hwnd)
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if (data->Hwnd && data->HwndOwned)
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::DestroyWindow(data->Hwnd);
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data->Hwnd = NULL;
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IM_DELETE(data);
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@ -564,12 +566,13 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
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// Register main window handle
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
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data->Hwnd = g_hWnd;
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data->HwndOwned = false;
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main_viewport->PlatformUserData = data;
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main_viewport->PlatformHandle = (void*)data->Hwnd;
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main_viewport->PlatformHandle = (void*)g_hWnd;
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}
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static void ImGui_ImplWin32_ShutdownPlatformInterface()
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12
imgui.cpp
12
imgui.cpp
@ -762,7 +762,7 @@ static void UpdateManualResize(ImGuiWindow* window, const ImVec2& si
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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// Viewports
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using a constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
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static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
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static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
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@ -3530,7 +3530,8 @@ void ImGui::UpdatePlatformWindows()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
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return;
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// Create/resize/destroy platform windows and update the list that the user can process
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// Create/resize/destroy platform windows to match each active viewport. Update the user-facing list.
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// Skip the main viewport (index 0), which is always fully handled by the application!
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for (int i = 1; i < g.Viewports.Size; i++)
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{
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ImGuiViewportP* viewport = g.Viewports[i];
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@ -3609,12 +3610,12 @@ void ImGui::UpdatePlatformWindows()
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// for (int i = 1; i < data->Viewports.Size; i++)
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// MySwapBufferFunction(data->Viewports[i], my_args);
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//
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// Note how we intentionally skip the main viewport (index 0) which is generally rendered as part of our main application.
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void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
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{
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if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports))
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return;
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// Skip the main viewport (index 0), which is always fully handled by the application!
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ImGuiPlatformData* data = ImGui::GetPlatformData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < data->Viewports.Size; i++)
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@ -3779,7 +3780,7 @@ void ImGui::NewFrame()
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IM_ASSERT(g.FrameCount == 0 || g.FrameCountPlatformEnded == g.FrameCount && "Forgot to call UpdatePlatformWindows() at the end of the previous frame?");
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IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL && "Platform init didn't setup main viewport.");
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IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
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#endif
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@ -4059,6 +4060,9 @@ void ImGui::Initialize(ImGuiContext* context)
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void ImGui::DestroyPlatformWindows()
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{
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// We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data it may hold on it.
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// It is expected that the back-end stored a flag to remember that it doesn't own the window created for the main viewport,
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// and won't destroy the underlying platform/renderer data.
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ImGuiContext& g = *GImGui;
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if (g.PlatformIO.Renderer_DestroyWindow)
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for (int i = 0; i < g.Viewports.Size; i++)
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8
imgui.h
8
imgui.h
@ -549,10 +549,10 @@ namespace ImGui
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// (Optional) Platform interface for multi-viewport support
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IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // Platform/Renderer function, for back-end to setup.
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IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports.
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IMGUI_API ImGuiViewport* GetMainViewport(); // GetPlatformData()->MainViewport
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IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
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IMGUI_API void DestroyPlatformWindows(); // (Optional) Call in back-end shutdown if you need to close Platform Windows before imgui shutdown.
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IMGUI_API ImGuiViewport* GetMainViewport(); // == GetPlatformData()->MainViewport == GetPlatformData()->Viewports[0]
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IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // Call in main loop. Will call RenderWindow/SwapBuffers platform functions for each secondary viewport. May be reimplemented by user for custom rendering needs.
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IMGUI_API void DestroyPlatformWindows(); // (Optional) Call DestroyWindow platform functions for all viewports. Call from back-end Shutdown() if you need to close platform windows before imgui shutdown. Otherwise will be called by DestroyContext().
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IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
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// Memory Utilities
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