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Viewport: when moving window we use the moving window viewport unless drag and dropping. This is to fix e.g. IsItemHovered() + Tooltip pattern that may be active while moving a window. (#1542)
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parent
16c6734bcb
commit
defbf1c4b3
28
imgui.cpp
28
imgui.cpp
@ -3808,9 +3808,6 @@ static void ImGui::UpdateViewports()
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
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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.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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// Update main viewport with current platform position and size
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ImGuiViewportP* main_viewport = g.Viewports[0];
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ImGuiViewportP* main_viewport = g.Viewports[0];
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IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
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IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
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@ -3820,6 +3817,7 @@ static void ImGui::UpdateViewports()
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AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows);
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AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows);
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g.CurrentViewport = NULL;
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g.CurrentViewport = NULL;
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g.MouseRefViewport = NULL;
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for (int n = 0; n < g.Viewports.Size; n++)
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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{
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// Erase unused viewports
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// Erase unused viewports
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@ -3835,7 +3833,6 @@ static void ImGui::UpdateViewports()
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g.Viewports.erase(g.Viewports.Data + n);
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g.Viewports.erase(g.Viewports.Data + n);
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// Destroy
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// Destroy
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if (viewport == g.MouseRefViewport) g.MouseRefViewport = main_viewport;
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if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = 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(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_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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@ -3894,13 +3891,14 @@ static void ImGui::UpdateViewports()
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}
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}
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// Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
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// Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
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// Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
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ImGuiViewportP* viewport_hovered = NULL;
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ImGuiViewportP* viewport_hovered = NULL;
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
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{
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{
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viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
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viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
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if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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{
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{
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// Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag
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// Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag.
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IM_ASSERT(0);
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IM_ASSERT(0);
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viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos);
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viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos);
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}
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}
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@ -3915,17 +3913,23 @@ static void ImGui::UpdateViewports()
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if (viewport_hovered != NULL)
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if (viewport_hovered != NULL)
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g.MouseLastHoveredViewport = viewport_hovered;
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g.MouseLastHoveredViewport = viewport_hovered;
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// Update mouse reference viewport
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g.MouseRefViewport = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
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// When moving a window we aim at its viewport
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if (g.MovingWindow)
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g.MouseRefViewport = g.MovingWindow->Viewport;
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// When dragging something, always refer to the last hovered viewport.
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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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// - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
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// Also consider the case of holding on a menu item to browse child menus: even thought a mouse button is held, there's no active id because menu items only react on mouse release.
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// - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive || (g.MovingWindow != NULL);
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// - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
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const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;// || (g.MovingWindow != NULL);
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if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
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viewport_hovered = g.MouseLastHoveredViewport;
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if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown())
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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.MouseLastHoveredViewport;
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if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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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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g.MouseRefViewport = viewport_hovered;
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}
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IM_ASSERT(g.MouseRefViewport != NULL);
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IM_ASSERT(g.MouseRefViewport != NULL);
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}
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}
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