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Viewport: Minor tweaks, better struct layout.
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@ -7165,7 +7165,7 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view
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/*
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if (viewport->LastFrameActive < g.FrameCount && viewport->Window != current_window && viewport->Window != NULL && current_window != NULL)
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{
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//printf("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, current_window->Name, viewport->ID, viewport->Window->Name);
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//IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, current_window->Name, viewport->ID, viewport->Window->Name);
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viewport->Window = current_window;
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viewport->ID = current_window->ID;
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}
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@ -7327,7 +7327,7 @@ static void ImGui::UpdateViewports()
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}
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// Update monitor (we'll use this info to clamp windows and save windows lost in a removed monitor)
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viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect());
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viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetRect());
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}
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// Reset alpha every frame. Users of transparency will need to request a lower alpha back.
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@ -7446,7 +7446,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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viewport->Idx = g.Viewports.Size;
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viewport->Pos = viewport->LastPos = pos;
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viewport->Size = size;
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viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect());
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viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetRect());
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g.Viewports.push_back(viewport);
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//IMGUI_DEBUG_LOG("Add Viewport %08X (%s)\n", id, window->Name);
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4
imgui.h
4
imgui.h
@ -2162,14 +2162,14 @@ struct ImGuiViewport
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float DpiScale; // 1.0f = 96 DPI = No extra scale
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; RendererUserData = NULL; }
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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};
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@ -644,7 +644,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPos;
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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int PlatformMonitor;
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short PlatformMonitor;
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bool PlatformWindowCreated;
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bool PlatformWindowMinimized;
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ImGuiWindow* Window; // Set when the viewport is owned by a window
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@ -655,7 +655,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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