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Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
Viewports: Backport a few constructs from 'docking' branch. Viewports: Added ImGuiViewportFlags_IsPlatformWindow, ImGuiViewportFlags_IsPlatformMonitor, ImGuiViewportFlags_OwnedByApp (none of them were in docking branch yet). ImGuiViewportFlags_IsPlatformMonitor is merely there to convey future intent, not yet used. Reduce uses of io.DisplaySize. MainMenuBar: Backport work area handling code from 'docking' branch. Metrics: Backported "Viewports" debug visualizer from 'docking' branch. Demo: Rework 'Examples->Fullscreen Window'. Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
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@ -6569,18 +6569,39 @@ void ImGui::EndMenuBar()
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window->DC.MenuBarAppending = false;
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
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ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(ImVec2(0.0f, 0.0f));
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SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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// Get our rectangle at the top of the work area
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if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
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{
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// Set window position
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// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
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// However menu-bar will affect the minimum window size so we'll get the right height.
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ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
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ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
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SetNextWindowPos(menu_bar_pos);
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SetNextWindowSize(menu_bar_size);
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}
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// Create window
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want.
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
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PopStyleVar(2);
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// Report our size into work area (for next frame) using actual window size
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menu_bar_window = GetCurrentWindow();
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if (menu_bar_window->BeginCount == 1)
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viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y;
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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if (!is_open)
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{
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