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Viewport: Removed unnecessary fields (now that the coordinate system is consistent accross viewports): MouseRefPrevViewport, MouseClickedPosViewportId. (#1542)
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3
TODO.txt
3
TODO.txt
@ -258,8 +258,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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- viewport: popup/tooltip glitches when appearing near the monitor limits (e.g. opening a menu).
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- viewport: platform: introduce getfocus/setfocus api, so e.g. focus flags can be honored, imgui-side ctrl-tab can focus os window, OS alt-tab can focus imgui window etc.
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- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
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- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
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- viewport: vulkan renderer implementation.
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- viewport: need to clarify how to use GetMousePos() from a user point of view.
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@ -117,9 +117,9 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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}
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// This code supports multiple OS Windows mapped into different ImGui viewports,
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// So it is a little more complicated than your typical binding code (which only needs to set io.MousePos in your WM_MOUSEMOVE handler)
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// So it is a little more complicated than your typical single-viewport binding code (which only needs to set io.MousePos from the WM_MOUSEMOVE handler)
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// This is what imgui needs from the back-end to support multiple windows:
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// - io.MousePos = mouse position (e.g. io.MousePos == viewport->Pos when we are on the upper-left of our viewport)
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// - io.MousePos = mouse position in absolute coordinate (e.g. io.MousePos == ImVec2(0,0) when it is on the upper-left of the primary monitor)
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// - io.MousePosViewport = viewport which mouse position is based from (generally the focused/active/capturing viewport)
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// - io.MouseHoveredWindow = viewport which mouse is hovering, **regardless of it being the active/focused window**, **regardless of another window holding mouse captured**. [Optional]
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// This function overwrite the value of io.MousePos normally updated by the WM_MOUSEMOVE handler.
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18
imgui.cpp
18
imgui.cpp
@ -3452,7 +3452,6 @@ static void ImGui::UpdateViewports()
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IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
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// Update mouse reference viewport
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g.MouseRefPrevViewport = g.MouseRefViewport;
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g.MouseRefViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
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// Update main viewport with current platform position and size
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@ -3480,8 +3479,7 @@ static void ImGui::UpdateViewports()
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// Destroy
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if (viewport == g.MouseRefViewport) g.MouseRefViewport = main_viewport;
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if (viewport == g.MouseRefPrevViewport) g.MouseRefPrevViewport = main_viewport;
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if (viewport == g.MouseHoveredLastViewport) g.MouseHoveredLastViewport = NULL;
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if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL;
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IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_DELETE(viewport);
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@ -3531,7 +3529,7 @@ static void ImGui::UpdateViewports()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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g.MouseRefViewport = g.MouseRefPrevViewport = main_viewport;
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g.MouseRefViewport = main_viewport;
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return;
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}
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@ -3555,7 +3553,7 @@ static void ImGui::UpdateViewports()
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viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos);
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}
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if (viewport_hovered != NULL)
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g.MouseHoveredLastViewport = viewport_hovered;
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g.MouseLastHoveredViewport = viewport_hovered;
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// When dragging something, always refer to the last hovered viewport.
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// (So when we are between viewports, our dragged preview will tend to show in the last viewport even if we don't have tooltips in viewports)
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@ -3564,7 +3562,7 @@ static void ImGui::UpdateViewports()
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if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown())
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{
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if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
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viewport_hovered = g.MouseHoveredLastViewport;
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viewport_hovered = g.MouseLastHoveredViewport;
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if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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g.MouseRefViewport = viewport_hovered;
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}
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@ -3722,7 +3720,7 @@ static void ImGui::UpdateMouseInputs()
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ImGuiContext& g = *GImGui;
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev) && g.MouseRefViewport == g.MouseRefPrevViewport)
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
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g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
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else
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g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
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@ -3752,7 +3750,6 @@ static void ImGui::UpdateMouseInputs()
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g.IO.MouseClickedPos[i] = g.IO.MousePos;
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g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
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g.MouseClickedPosViewportId[i] = g.MouseRefViewport->ID;
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}
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else if (g.IO.MouseDown[i])
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{
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@ -4198,7 +4195,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.CurrentPopupStack.clear();
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g.CurrentViewport = g.MouseRefViewport = g.MouseRefPrevViewport = g.MouseHoveredLastViewport = NULL;
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g.CurrentViewport = g.MouseRefViewport = g.MouseLastHoveredViewport = NULL;
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for (int i = 0; i < g.Viewports.Size; i++)
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IM_DELETE(g.Viewports[i]);
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g.Viewports.clear();
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@ -5297,8 +5294,7 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
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lock_threshold = g.IO.MouseDragThreshold;
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if (g.IO.MouseDown[button])
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if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
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if (g.MouseRefViewport->ID == g.MouseClickedPosViewportId[button])
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return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
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return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
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return ImVec2(0.0f, 0.0f);
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}
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@ -642,9 +642,7 @@ struct ImGuiContext
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* MouseRefViewport;
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ImGuiViewportP* MouseRefPrevViewport;
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ImGuiViewportP* MouseHoveredLastViewport; // Last viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more)
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ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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// Navigation data (for gamepad/keyboard)
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@ -776,9 +774,7 @@ struct ImGuiContext
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NextTreeNodeOpenCond = 0;
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CurrentViewport = NULL;
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MouseRefViewport = NULL;
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MouseRefPrevViewport = MouseHoveredLastViewport = NULL;
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memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId));
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MouseRefViewport = MouseLastHoveredViewport = NULL;
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PlatformLastFocusedViewport = 0;
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NavWindow = NULL;
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