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Viewport, Platform: Using Platform_GetWindowFocus to provide a much stronger heuristic of platform z-order, in replacement for when the back-end cannot provide io.MouseHoveredViewport. The pressure for it to work well increased with the use of viewports by popups/menus. (#1542)
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29
imgui.cpp
29
imgui.cpp
@ -3392,8 +3392,8 @@ static void ImGui::UpdateMovingWindow()
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}
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// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
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// This search won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
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// FIXME-VIEWPORT: Need a proper notion of focus. At least use the equivalent of LastFrameAsRefViewport on a per-window basis.
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// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
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// B) It requires Platform_GetWindowFocus to be implemented by back-end.
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static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos)
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{
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ImGuiContext& g = *GImGui;
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@ -3402,7 +3402,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos))
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if (best_candidate == NULL || best_candidate->LastFrameAsRefViewport < viewport->LastFrameAsRefViewport)
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if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
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best_candidate = viewport;
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}
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return best_candidate;
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@ -3532,10 +3532,8 @@ static void ImGui::UpdateViewports()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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g.MouseRefViewport = g.MouseRefPrevViewport = main_viewport;
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g.MouseRefViewport->LastFrameAsRefViewport = g.FrameCount;
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return;
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}
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g.MouseRefViewport->LastFrameAsRefViewport = g.FrameCount;
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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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ImGuiViewportP* viewport_hovered = NULL;
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@ -3584,6 +3582,21 @@ void ImGui::UpdatePlatformWindows()
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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return;
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// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
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if (g.PlatformIO.Platform_GetWindowFocus)
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{
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ImGuiViewportP* focused_viewport = NULL;
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for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++)
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if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i]))
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focused_viewport = g.Viewports[i];
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if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
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{
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if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
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g.PlatformLastFocusedViewport = focused_viewport->ID;
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}
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}
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// Create/resize/destroy platform windows to match each active viewport.
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// Skip the main viewport (index 0), which is always fully handled by the application!
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for (int i = 1; i < g.Viewports.Size; i++)
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@ -3656,7 +3669,7 @@ void ImGui::UpdatePlatformWindows()
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g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
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viewport->LastAlpha = viewport->Alpha;
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// Show window. On startup ensure platform window don't get focus.
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// Show window. On startup ensure platform window don't get focus
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if (is_new_window)
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{
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if (g.FrameCount < 2)
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@ -3664,6 +3677,10 @@ void ImGui::UpdatePlatformWindows()
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g.PlatformIO.Platform_ShowWindow(viewport);
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}
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// Even without focus, we assume the window becomes front-most. This is used by our platform z-order heuristic when io.MouseHoveredViewport is not available.
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if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
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// Clear request flags
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viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
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}
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