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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)

This commit is contained in:
omar 2018-04-10 22:32:08 +02:00
parent 7ddc22b326
commit 32ee0a3947
5 changed files with 79 additions and 6 deletions

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@ -519,6 +519,23 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // GLFW_HAS_VULKAN
// FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?)
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
platform_data->Monitors.resize(monitors_count);
for (int n = 0; n < monitors_count; n++)
{
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
platform_data->Monitors[n].Pos = ImVec2((float)x, (float)y);
platform_data->Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
}
}
static void ImGui_ImplGlfw_InitPlatformInterface()
{
// Register platform interface (will be coupled with a renderer interface)
@ -540,6 +557,8 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
ImGui_ImplGlfw_UpdateMonitors();
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();

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@ -437,6 +437,21 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // SDL_HAS_VULKAN
// FIXME-PLATFORM: Update when changed?
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
int display_count = SDL_GetNumVideoDisplays();
platform_data->Monitors.resize(display_count);
for (int n = 0; n < display_count; n++)
{
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
platform_data->Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
platform_data->Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
}
}
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
@ -455,6 +470,8 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
ImGui_ImplSDL2_UpdateMonitors();
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();

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@ -535,6 +535,22 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
return DefWindowProc(hWnd, msg, wParam, lParam);
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR, HDC, LPRECT rect, LPARAM)
{
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.Pos = ImVec2((float)rect->left, (float)rect->top);
imgui_monitor.Size = ImVec2((float)(rect->right - rect->left), (float)(rect->bottom - rect->top));
ImGui::GetPlatformData()->Monitors.push_back(imgui_monitor);
return TRUE;
}
// FIXME-PLATFORM: Update list when changed (WM_DISPLAYCHANGE?)
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui::GetPlatformData()->Monitors.resize(0);
::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
}
static void ImGui_ImplWin32_InitPlatformInterface()
{
WNDCLASSEX wcex;
@ -552,6 +568,8 @@ static void ImGui_ImplWin32_InitPlatformInterface()
wcex.hIconSm = NULL;
::RegisterClassEx(&wcex);
ImGui_ImplWin32_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;

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@ -14182,6 +14182,16 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::ShowViewportThumbnails();
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
if (g.PlatformData.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformData.Monitors.Size))
{
ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)");
for (int i = 0; i < g.PlatformData.Monitors.Size; i++)
{
const ImGuiPlatformMonitor& mon = g.PlatformData.Monitors[i];
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);
}
ImGui::TreePop();
}
for (int i = 0; i < g.Viewports.Size; i++)
{
ImGuiViewportP* viewport = g.Viewports[i];

21
imgui.h
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@ -74,7 +74,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends
struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render
struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
struct ImGuiContext; // ImGui context (opaque)
#ifndef ImTextureID
@ -1907,13 +1907,22 @@ struct ImGuiPlatformIO
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side)
};
// List of viewports to render as platform window (updated by ImGui::UpdatePlatformWindows)
struct ImGuiPlatformMonitor
{
ImVec2 Pos;
ImVec2 Size;
};
// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
// FIXME: Merge into ImGuiPlatformIO
struct ImGuiPlatformData
{
// Viewports[0] is guaranteed to be _always_ the same as MainViewport. Following it are the secondary viewports.
// The main viewport is included in the list because it is more convenient for looping code.
ImGuiViewport* MainViewport;
ImVector<ImGuiViewport*> Viewports;
// Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
// Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
ImVector<ImGuiPlatformMonitor> Monitors;
ImGuiPlatformData() { MainViewport = NULL; }
};