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https://github.com/ocornut/imgui.git
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Viewport, Platform: Added a way to register monitor bounds to imgui so they can be used to clamp individual-viewport tooltips/popups so they don't straddle monitors. (#1542)
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@ -519,6 +519,23 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // GLFW_HAS_VULKAN
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// FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?)
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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platform_data->Monitors.resize(monitors_count);
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for (int n = 0; n < monitors_count; n++)
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{
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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platform_data->Monitors[n].Pos = ImVec2((float)x, (float)y);
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platform_data->Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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}
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}
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static void ImGui_ImplGlfw_InitPlatformInterface()
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -540,6 +557,8 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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ImGui_ImplGlfw_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
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@ -437,6 +437,21 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // SDL_HAS_VULKAN
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// FIXME-PLATFORM: Update when changed?
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static void ImGui_ImplSDL2_UpdateMonitors()
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{
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ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
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int display_count = SDL_GetNumVideoDisplays();
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platform_data->Monitors.resize(display_count);
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for (int n = 0; n < display_count; n++)
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{
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SDL_Rect r;
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SDL_GetDisplayBounds(n, &r);
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platform_data->Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
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platform_data->Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
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}
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}
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static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -455,6 +470,8 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
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#endif
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ImGui_ImplSDL2_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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@ -535,6 +535,22 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR, HDC, LPRECT rect, LPARAM)
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{
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ImGuiPlatformMonitor imgui_monitor;
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imgui_monitor.Pos = ImVec2((float)rect->left, (float)rect->top);
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imgui_monitor.Size = ImVec2((float)(rect->right - rect->left), (float)(rect->bottom - rect->top));
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ImGui::GetPlatformData()->Monitors.push_back(imgui_monitor);
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return TRUE;
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}
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// FIXME-PLATFORM: Update list when changed (WM_DISPLAYCHANGE?)
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformData()->Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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}
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static void ImGui_ImplWin32_InitPlatformInterface()
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{
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WNDCLASSEX wcex;
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@ -552,6 +568,8 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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wcex.hIconSm = NULL;
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::RegisterClassEx(&wcex);
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ImGui_ImplWin32_UpdateMonitors();
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// Register platform interface (will be coupled with a renderer interface)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
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10
imgui.cpp
10
imgui.cpp
@ -14182,6 +14182,16 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
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ImGui::ShowViewportThumbnails();
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ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
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if (g.PlatformData.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformData.Monitors.Size))
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{
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ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)");
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for (int i = 0; i < g.PlatformData.Monitors.Size; i++)
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{
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const ImGuiPlatformMonitor& mon = g.PlatformData.Monitors[i];
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ImGui::BulletText("Monitor #%d: Min (%.0f,%.0f) Max (%.0f,%.0f) Size (%.0f,%.0f)", i, mon.Pos.x, mon.Pos.y, mon.Pos.x + mon.Size.x, mon.Pos.y + mon.Size.y, mon.Size.x, mon.Size.y);
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}
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ImGui::TreePop();
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}
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for (int i = 0; i < g.Viewports.Size; i++)
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{
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ImGuiViewportP* viewport = g.Viewports[i];
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21
imgui.h
21
imgui.h
@ -74,7 +74,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
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struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends
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struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render
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struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
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struct ImGuiContext; // ImGui context (opaque)
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#ifndef ImTextureID
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@ -1907,13 +1907,22 @@ struct ImGuiPlatformIO
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void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side)
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};
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// List of viewports to render as platform window (updated by ImGui::UpdatePlatformWindows)
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struct ImGuiPlatformMonitor
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{
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ImVec2 Pos;
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ImVec2 Size;
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};
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// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
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// FIXME: Merge into ImGuiPlatformIO
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struct ImGuiPlatformData
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{
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// Viewports[0] is guaranteed to be _always_ the same as MainViewport. Following it are the secondary viewports.
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// The main viewport is included in the list because it is more convenient for looping code.
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ImGuiViewport* MainViewport;
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ImVector<ImGuiViewport*> Viewports;
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// Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
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ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
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ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
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// Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
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ImVector<ImGuiPlatformMonitor> Monitors;
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ImGuiPlatformData() { MainViewport = NULL; }
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};
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