From f032ad6b1fe58d531d2336c0c8d03e6d6ea45669 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 26 Feb 2020 20:18:06 +0100 Subject: [PATCH] Viewports: Renamed GetRect() to GetMainRect() in prevision for work rect. Comments --- imgui.cpp | 28 ++++++++++++++-------------- imgui.h | 14 ++++++++------ imgui_internal.h | 9 ++++----- 3 files changed, 26 insertions(+), 25 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 1f272979..a3d5c8f1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3851,7 +3851,7 @@ void ImGui::NewFrame() IM_ASSERT(g.Font->IsLoaded()); ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) - virtual_space.Add(g.Viewports[n]->GetRect()); + virtual_space.Add(g.Viewports[n]->GetMainRect()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); @@ -4376,7 +4376,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); ImRect bb = window->Rect(); bb.Expand(g.FontSize); - if (bb.Contains(window->Viewport->GetRect())) // If a window fits the entire viewport, adjust its highlight inward + if (bb.Contains(window->Viewport->GetMainRect())) // If a window fits the entire viewport, adjust its highlight inward { bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; @@ -4523,7 +4523,7 @@ void ImGui::Render() if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f) { float scale = g.Style.MouseCursorScale * viewport->DpiScale; - if (viewport->GetRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale))) + if (viewport->GetMainRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale))) RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); } @@ -4648,7 +4648,7 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); if (!rect_for_touch.Contains(g.IO.MousePos)) return false; - if (!g.MouseViewport->GetRect().Overlaps(rect_clipped)) + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) return false; return true; } @@ -6100,7 +6100,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Late create viewport if we don't fit within our current host viewport. if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) - if (!window->Viewport->GetRect().Contains(window->Rect())) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) { // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) //ImGuiViewport* old_viewport = window->Viewport; @@ -6182,7 +6182,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. - ImRect viewport_rect = window->Viewport->GetRect(); + ImRect viewport_rect = window->Viewport->GetMainRect(); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); @@ -6242,7 +6242,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Viewport->Pos = window->Pos; if (!window->Viewport->PlatformRequestResize) window->Viewport->Size = window->Size; - viewport_rect = window->Viewport->GetRect(); + viewport_rect = window->Viewport->GetMainRect(); } // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) @@ -8374,7 +8374,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? - SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; @@ -9009,7 +9009,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = g.NavWindow->Viewport->GetRect(); + ImRect visible_rect = g.NavWindow->Viewport->GetMainRect(); return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. } } @@ -10557,7 +10557,7 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG ImGuiContext& g = *GImGui; if (!(viewport->Flags & (ImGuiViewportFlags_CanHostOtherWindows | ImGuiViewportFlags_Minimized)) || window->Viewport == viewport) return false; - if (!viewport->GetRect().Contains(window->Rect())) + if (!viewport->GetMainRect().Contains(window->Rect())) return false; if (GetWindowAlwaysWantOwnViewport(window)) return false; @@ -10568,7 +10568,7 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG if (window_behind == window) break; if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) - if (window_behind->Viewport->GetRect().Overlaps(window->Rect())) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) return false; } @@ -10636,7 +10636,7 @@ static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 m for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetRect().Contains(mouse_platform_pos)) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) best_candidate = viewport; } @@ -11231,7 +11231,7 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) // Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { - viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetRect()); + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) @@ -14957,7 +14957,7 @@ void ImGui::ShowViewportThumbnails() //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); for (int n = 0; n < g.Viewports.Size; n++) - bb_full.Add(g.Viewports[n]->GetRect()); + bb_full.Add(g.Viewports[n]->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) diff --git a/imgui.h b/imgui.h index 8e790dc2..59291d11 100644 --- a/imgui.h +++ b/imgui.h @@ -716,7 +716,7 @@ namespace ImGui IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. + // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. @@ -2479,15 +2479,17 @@ struct ImGuiViewport ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows. - void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this. - void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this. + // Our design separate the Renderer and Platform back-ends to facilitate combining default back-ends with each others. + // When our create your own back-end for a custom engine, it is possible that both Renderer and Platform will be handled by the same system and you may not need to use all the UserData/Handle fields. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) - bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) - ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } }; diff --git a/imgui_internal.h b/imgui_internal.h index 3ffa83eb..56d6cf9d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -935,11 +935,10 @@ struct ImGuiViewportP : public ImGuiViewport ImVec2 LastPlatformSize; ImVec2 LastRendererSize; - ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } - ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } - 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); } - void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } }; struct ImGuiNavMoveResult