From da70c837da3fd35b1fa4e786ba81a78ccfde0206 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 26 Apr 2018 14:32:52 +0200 Subject: [PATCH] Viewport: Removed unnecessary fields (now that the coordinate system is consistent accross viewports): MouseRefPrevViewport, MouseClickedPosViewportId. (#1542) --- TODO.txt | 3 +-- examples/imgui_impl_win32.cpp | 4 ++-- imgui.cpp | 18 +++++++----------- imgui_internal.h | 8 ++------ 4 files changed, 12 insertions(+), 21 deletions(-) diff --git a/TODO.txt b/TODO.txt index 3fff67ed..3a4e285f 100644 --- a/TODO.txt +++ b/TODO.txt @@ -258,8 +258,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787) - - viewport: popup/tooltip glitches when appearing near the monitor limits (e.g. opening a menu). - - 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. + - 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.) - 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. - viewport: vulkan renderer implementation. - viewport: need to clarify how to use GetMousePos() from a user point of view. diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 6f440600..f69067d0 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -117,9 +117,9 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() } // This code supports multiple OS Windows mapped into different ImGui viewports, -// So it is a little more complicated than your typical binding code (which only needs to set io.MousePos in your WM_MOUSEMOVE handler) +// 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) // This is what imgui needs from the back-end to support multiple windows: -// - io.MousePos = mouse position (e.g. io.MousePos == viewport->Pos when we are on the upper-left of our viewport) +// - 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) // - io.MousePosViewport = viewport which mouse position is based from (generally the focused/active/capturing viewport) // - io.MouseHoveredWindow = viewport which mouse is hovering, **regardless of it being the active/focused window**, **regardless of another window holding mouse captured**. [Optional] // This function overwrite the value of io.MousePos normally updated by the WM_MOUSEMOVE handler. diff --git a/imgui.cpp b/imgui.cpp index aade0c30..93b4a30b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3452,7 +3452,6 @@ static void ImGui::UpdateViewports() IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Update mouse reference viewport - g.MouseRefPrevViewport = g.MouseRefViewport; g.MouseRefViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0]; // Update main viewport with current platform position and size @@ -3480,8 +3479,7 @@ static void ImGui::UpdateViewports() // Destroy if (viewport == g.MouseRefViewport) g.MouseRefViewport = main_viewport; - if (viewport == g.MouseRefPrevViewport) g.MouseRefPrevViewport = main_viewport; - if (viewport == g.MouseHoveredLastViewport) g.MouseHoveredLastViewport = NULL; + if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_DELETE(viewport); @@ -3531,7 +3529,7 @@ static void ImGui::UpdateViewports() if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { - g.MouseRefViewport = g.MouseRefPrevViewport = main_viewport; + g.MouseRefViewport = main_viewport; return; } @@ -3555,7 +3553,7 @@ static void ImGui::UpdateViewports() viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) - g.MouseHoveredLastViewport = viewport_hovered; + g.MouseLastHoveredViewport = viewport_hovered; // When dragging something, always refer to the last hovered viewport. // (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) @@ -3564,7 +3562,7 @@ static void ImGui::UpdateViewports() if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown()) { if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) - viewport_hovered = g.MouseHoveredLastViewport; + viewport_hovered = g.MouseLastHoveredViewport; if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) g.MouseRefViewport = viewport_hovered; } @@ -3722,7 +3720,7 @@ static void ImGui::UpdateMouseInputs() ImGuiContext& g = *GImGui; // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev) && g.MouseRefViewport == g.MouseRefPrevViewport) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; else g.IO.MouseDelta = ImVec2(0.0f, 0.0f); @@ -3752,7 +3750,6 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseClickedPos[i] = g.IO.MousePos; g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; - g.MouseClickedPosViewportId[i] = g.MouseRefViewport->ID; } else if (g.IO.MouseDown[i]) { @@ -4198,7 +4195,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.FontStack.clear(); g.OpenPopupStack.clear(); g.CurrentPopupStack.clear(); - g.CurrentViewport = g.MouseRefViewport = g.MouseRefPrevViewport = g.MouseHoveredLastViewport = NULL; + g.CurrentViewport = g.MouseRefViewport = g.MouseLastHoveredViewport = NULL; for (int i = 0; i < g.Viewports.Size; i++) IM_DELETE(g.Viewports[i]); g.Viewports.clear(); @@ -5297,8 +5294,7 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) lock_threshold = g.IO.MouseDragThreshold; if (g.IO.MouseDown[button]) if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (g.MouseRefViewport->ID == g.MouseClickedPosViewportId[button]) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). + return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). return ImVec2(0.0f, 0.0f); } diff --git a/imgui_internal.h b/imgui_internal.h index 8372e8bd..603a31c7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -642,9 +642,7 @@ struct ImGuiContext ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseRefViewport; - ImGuiViewportP* MouseRefPrevViewport; - ImGuiViewportP* MouseHoveredLastViewport; // Last viewport that was hovered by mouse (even if we are not hovering any viewport any more) - ImGuiID MouseClickedPosViewportId[5]; // For rarely used fields we only compare to, store viewport ID only so we don't have to clean dangling pointers + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most // Navigation data (for gamepad/keyboard) @@ -776,9 +774,7 @@ struct ImGuiContext NextTreeNodeOpenCond = 0; CurrentViewport = NULL; - MouseRefViewport = NULL; - MouseRefPrevViewport = MouseHoveredLastViewport = NULL; - memset(MouseClickedPosViewportId, 0, sizeof(MouseClickedPosViewportId)); + MouseRefViewport = MouseLastHoveredViewport = NULL; PlatformLastFocusedViewport = 0; NavWindow = NULL;