Merge branch 'viewport' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2018-11-26 15:32:04 +01:00
commit ddc3f8f069
12 changed files with 108 additions and 55 deletions

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@ -56,6 +56,17 @@ HOW TO UPDATE?
the ID, as a convenience to avoid using the ### operator.
-----------------------------------------------------------------------
VERSION 1.67 (In Progress)
-----------------------------------------------------------------------
Breaking Changes:
Other Changes:
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
-----------------------------------------------------------------------
VERSION 1.66 (Released 2018-11-22)
-----------------------------------------------------------------------

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@ -306,14 +306,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: move ImGui::NewFrame() out of the backend _NewFrame() ?
- viewport: make it possible to have no main/hosting viewport
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
- 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: implicit Debug window can hog a zombie viewport (harmless, noisy?)
- viewport: need to clarify how to use GetMousePos() from a user point of view.
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)

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@ -409,6 +409,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
data->WindowOwned = true;
viewport->PlatformHandle = (void*)data->Window;
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install callbacks for secondary viewports
glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
@ -547,6 +548,12 @@ static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
@ -667,6 +674,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;

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@ -10,6 +10,7 @@
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -18,6 +19,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
@ -82,7 +84,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
@ -472,6 +475,12 @@ static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
@ -543,6 +552,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;

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@ -24,4 +24,4 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* s
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

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@ -536,6 +536,13 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
return ::GetActiveWindow() == data->Hwnd;
}
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
IM_ASSERT(data->Hwnd != 0);
return ::IsIconic(data->Hwnd) != 0;
}
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
@ -683,6 +690,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -3491,7 +3491,6 @@ void ImGui::Initialize(ImGuiContext* context)
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
viewport->Idx = 0;
viewport->CreatedPlatformWindow = true; // Set this flag so DestroyPlatformWindows() gives a chance for backend to receive DestroyWindow calls for the main viewport.
g.Viewports.push_back(viewport);
g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame)
g.PlatformIO.Viewports.push_back(g.Viewports[0]);
@ -7406,7 +7405,7 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport)
if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport || viewport->PlatformIsMinimized)
return false;
if (!viewport->GetRect().Contains(window->Rect()))
return false;
@ -7451,7 +7450,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos))
if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && !viewport->PlatformIsMinimized && viewport->GetRect().Contains(mouse_platform_pos))
if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
best_candidate = viewport;
}
@ -7502,12 +7501,18 @@ static void ImGui::UpdateViewports()
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
if (g.PlatformIO.Platform_GetWindowMinimized && (n == 0 || viewport->CreatedPlatformWindow))
viewport->PlatformIsMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
// Apply Position and Size (from Platform Window to ImGui) if requested.
// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
if (viewport->PlatformRequestMove)
viewport->Pos = g.PlatformIO.Platform_GetWindowPos(viewport);
if (viewport->PlatformRequestResize)
viewport->Size = g.PlatformIO.Platform_GetWindowSize(viewport);
if (!viewport->PlatformIsMinimized)
{
if (viewport->PlatformRequestMove)
viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
if (viewport->PlatformRequestResize)
viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
}
// Translate imgui windows when a Host Viewport has been moved
ImVec2 delta = viewport->Pos - viewport->LastPos;
@ -7718,6 +7723,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
}
// Fallback to default viewport
if (window->Viewport == NULL)
window->Viewport = main_viewport;
// Mark window as allowed to protrude outside of its viewport and into the current monitor
// We need to take account of the possibility that mouse may become invalid.
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
@ -7727,8 +7736,6 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
bool mouse_valid = IsMousePosValid(&mouse_ref);
if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid))
window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
else
window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
}
else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow))
{
@ -7749,11 +7756,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
}
}
// Fallback to default viewport
if (window->Viewport == NULL)
window->Viewport = main_viewport;
if (window->ViewportAllowPlatformMonitorExtend < 0)
if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
// Update flags
@ -7822,18 +7825,20 @@ void ImGui::UpdatePlatformWindows()
if (g.PlatformIO.Renderer_CreateWindow != NULL)
g.PlatformIO.Renderer_CreateWindow(viewport);
viewport->LastNameHash = 0;
viewport->RendererLastSize = viewport->Size;
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Platform_SetWindowSize before Platform_ShowWindow
viewport->LastRendererSize = viewport->Size;
viewport->CreatedPlatformWindow = true;
}
// Apply Position and Size (from ImGui to Platform/Renderer back-ends)
if (!viewport->PlatformRequestMove)
if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
if (!viewport->PlatformRequestResize)
if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
if (g.PlatformIO.Renderer_SetWindowSize && (viewport->RendererLastSize.x != viewport->Size.x || viewport->RendererLastSize.y != viewport->Size.y))
if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
viewport->RendererLastSize = viewport->Size;
viewport->LastPlatformPos = viewport->Pos;
viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
// Update title bar (if it changed)
if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
@ -7873,11 +7878,12 @@ void ImGui::UpdatePlatformWindows()
}
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
// When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
if (g.PlatformIO.Platform_GetWindowFocus != NULL)
{
ImGuiViewportP* focused_viewport = NULL;
for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++)
if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL || g.Viewports[i]->CreatedPlatformWindow)
if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL)
if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i]))
focused_viewport = g.Viewports[i];
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
@ -7960,9 +7966,9 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow)
if (g.PlatformIO.Renderer_DestroyWindow)
g.PlatformIO.Renderer_DestroyWindow(viewport);
if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow)
if (g.PlatformIO.Platform_DestroyWindow)
g.PlatformIO.Platform_DestroyWindow(viewport);
IM_ASSERT(viewport->RendererUserData == NULL);
IM_ASSERT(viewport->PlatformUserData == NULL);
@ -7973,15 +7979,15 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
void ImGui::DestroyPlatformWindows()
{
// We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data
// have stored in e.g. PlatformUserData, RendererUserData. It can be convenient for the platform back-end code to
// store something in the main viewport, in order for e.g. the mouse handling code to work in a more generic manner.
// We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end
// to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
// It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling
// code to operator a consistent manner.
// It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
// crashing if it doesn't have data stored.
ImGuiContext& g = *GImGui;
for (int i = 0; i < g.Viewports.Size; i++)
if (g.Viewports[i]->CreatedPlatformWindow)
DestroyPlatformWindow(g.Viewports[i]);
DestroyPlatformWindow(g.Viewports[i]);
}
//-----------------------------------------------------------------------------
@ -12986,7 +12992,8 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp
ImVec2 scale = bb.GetSize() / viewport->Size;
ImVec2 off = bb.Min - viewport->Pos * scale;
window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.40f));
float alpha_mul = viewport->PlatformIsMinimized ? 0.30f : 1.00f;
window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* thumb_window = g.Windows[i];
@ -13004,13 +13011,13 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp
thumb_r_scaled.ClipWithFull(bb);
title_r_scaled.ClipWithFull(bb);
const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg));
window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg));
window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border));
window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul));
window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window))
window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name));
window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name));
}
draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border));
draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
}
void ImGui::ShowViewportThumbnails()
@ -13192,10 +13199,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGuiWindowFlags flags = viewport->Flags;
ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } }
ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags,
ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags,
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "");
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", viewport->PlatformIsMinimized ? ", PlatformIsMinimized" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -23,8 +23,8 @@
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
#define IMGUI_VERSION "1.66"
#define IMGUI_VERSION_NUM 16601
#define IMGUI_VERSION "1.67 WIP"
#define IMGUI_VERSION_NUM 16700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -2139,6 +2139,7 @@ struct ImGuiPlatformIO
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp);
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp);
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side)

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (drawing and font code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -224,28 +224,29 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer
// Creation/Erasure invalidate all pointers, but indexes are valid as long as the object lifetime.
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
template<typename T>
struct IMGUI_API ImPool
{
ImVector<T> Data; // Contiguous data
ImGuiStorage Map; // ID->Index
int FreeIdx; // Next free idx to use
ImPoolIdx FreeIdx; // Next free idx to use
ImPool() { FreeIdx = 0; }
~ImPool() { Clear(); }
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; }
T* GetByIndex(int n) { return &Data[n]; }
int GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (int)(p - Data.Data); }
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
void Remove(ImGuiID key, int idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); }
int GetSize() const { return Data.Size; }
};
typedef int ImPoolIdx;
//-----------------------------------------------------------------------------
// Types
@ -665,13 +666,16 @@ struct ImGuiViewportP : public ImGuiViewport
float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
float LastAlpha;
int PlatformMonitor;
bool PlatformIsMinimized;
ImGuiWindow* Window; // Set when the viewport is owned by a window
ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder;
ImVec2 RendererLastSize;
ImVec2 LastPlatformPos;
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; PlatformIsMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }

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@ -1,4 +1,4 @@
// dear imgui, v1.66
// dear imgui, v1.67 WIP
// (widgets code)
/*