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Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542)
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32ee0a3947
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@ -220,10 +220,10 @@ static void ImGui_ImplGlfw_UpdateMouse()
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g_MouseJustPressed[i] = false;
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}
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ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
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for (int n = 0; n < platform_data->Viewports.Size; n++)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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ImGuiViewport* viewport = platform_data->Viewports[n];
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ImGuiViewport* viewport = platform_io.Viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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@ -522,17 +522,17 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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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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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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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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platform_io.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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platform_io.Monitors[n].Pos = ImVec2((float)x, (float)y);
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platform_io.Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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}
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}
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@ -440,15 +440,15 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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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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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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int display_count = SDL_GetNumVideoDisplays();
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platform_data->Monitors.resize(display_count);
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platform_io.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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platform_io.Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
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platform_io.Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
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}
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}
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@ -408,7 +408,7 @@ static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
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{
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if (::GetCapture() == data->Hwnd)
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{
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// Transfer capture so if we started dragging from a window that later disappears, we'll still release the MOUSEUP event.
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// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
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::ReleaseCapture();
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::SetCapture(g_hWnd);
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}
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@ -540,14 +540,14 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR, HDC, LPRE
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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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ImGui::GetPlatformIO().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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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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}
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40
imgui.cpp
40
imgui.cpp
@ -3386,7 +3386,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m
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static void ImGui::UpdateViewports()
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.PlatformData.Viewports.Size <= g.Viewports.Size);
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IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
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// Mouse handling: latch the expected mouse OS position (if any) before processing viewport erasure
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ImGuiViewportP* viewport_ref = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
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@ -3410,7 +3410,7 @@ static void ImGui::UpdateViewports()
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if (viewport == g.MousePosViewport) g.MousePosViewport = NULL;
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if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL;
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IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
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IM_ASSERT(g.PlatformData.Viewports.contains(viewport) == false);
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IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
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IM_DELETE(viewport);
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n--;
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continue;
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@ -3516,11 +3516,6 @@ static void ImGui::UpdateViewports()
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IM_ASSERT(g.MousePosViewport != NULL);
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}
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ImGuiPlatformData* ImGui::GetPlatformData()
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{
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return &GImGui->PlatformData;
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}
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void ImGui::UpdatePlatformWindows()
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{
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ImGuiContext& g = *GImGui;
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@ -3611,11 +3606,11 @@ void ImGui::UpdatePlatformWindows()
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// Custom renderers may prefer to not call this function at all, and instead iterate the platform data and handle rendering/sync themselves.
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// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
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//
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// ImGuiPlatformData* data = ImGui::GetPlatformData();
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// for (int i = 1; i < data->Viewports.Size; i++)
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// MyRenderFunction(data->Viewports[i], my_args);
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// for (int i = 1; i < data->Viewports.Size; i++)
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// MySwapBufferFunction(data->Viewports[i], my_args);
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// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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// for (int i = 1; i < platform_io.Viewports.Size; i++)
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// MyRenderFunction(platform_io.Viewports[i], my_args);
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// for (int i = 1; i < platform_io.Viewports.Size; i++)
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// MySwapBufferFunction(platform_io.Viewports[i], my_args);
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//
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void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
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{
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@ -3623,17 +3618,16 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render
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return;
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// Skip the main viewport (index 0), which is always fully handled by the application!
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ImGuiPlatformData* data = ImGui::GetPlatformData();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < data->Viewports.Size; i++)
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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{
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ImGuiViewport* viewport = data->Viewports[i];
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ImGuiViewport* viewport = platform_io.Viewports[i];
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if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
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if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
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}
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for (int i = 1; i < data->Viewports.Size; i++)
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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{
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ImGuiViewport* viewport = data->Viewports[i];
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ImGuiViewport* viewport = platform_io.Viewports[i];
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if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
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if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
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}
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@ -4497,8 +4491,8 @@ void ImGui::EndFrame()
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}
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// Update user-side viewport list
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g.PlatformData.MainViewport = g.Viewports[0];
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g.PlatformData.Viewports.resize(0);
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g.PlatformIO.MainViewport = g.Viewports[0];
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g.PlatformIO.Viewports.resize(0);
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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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@ -4506,7 +4500,7 @@ void ImGui::EndFrame()
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continue;
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if (i > 0)
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IM_ASSERT(viewport->Window != NULL);
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g.PlatformData.Viewports.push_back(viewport);
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g.PlatformIO.Viewports.push_back(viewport);
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}
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// Sort the window list so that all child windows are after their parent
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@ -14182,12 +14176,12 @@ 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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if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.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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for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
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{
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const ImGuiPlatformMonitor& mon = g.PlatformData.Monitors[i];
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const ImGuiPlatformMonitor& mon = g.PlatformIO.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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59
imgui.h
59
imgui.h
@ -73,8 +73,7 @@ struct ImGuiSizeCallbackData; // Structure used to constraint window size
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struct ImGuiListClipper; // Helper to manually clip large list of items
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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 + list of monitors provided by back-end.
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struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render
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struct ImGuiContext; // ImGui context (opaque)
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#ifndef ImTextureID
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@ -546,14 +545,13 @@ namespace ImGui
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IMGUI_API const char* GetClipboardText();
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IMGUI_API void SetClipboardText(const char* text);
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// (Optional) Platform interface for multi-viewport support
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IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // Platform/Renderer function, for back-end to setup.
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IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports.
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IMGUI_API ImGuiViewport* GetMainViewport(); // == GetPlatformData()->MainViewport == GetPlatformData()->Viewports[0]
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IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // Call in main loop. Will call RenderWindow/SwapBuffers platform functions for each secondary viewport. May be reimplemented by user for custom rendering needs.
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IMGUI_API void DestroyPlatformWindows(); // (Optional) Call DestroyWindow platform functions for all viewports. Call from back-end Shutdown() if you need to close platform windows before imgui shutdown. Otherwise will be called by DestroyContext().
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IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
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// (Optional) Platform/OS interface for multi-viewport support
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IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list.
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IMGUI_API ImGuiViewport* GetMainViewport(); // shortcut to == GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]
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IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport. may be reimplemented by user for custom rendering needs.
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IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
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IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
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// Memory Utilities
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// All those functions are not reliant on the current context.
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@ -1875,6 +1873,14 @@ struct ImFont
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// - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
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//-----------------------------------------------------------------------------
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// (Optional) Represent the bounds of each connected monitor/display
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// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors
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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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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled
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// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
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// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
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@ -1883,10 +1889,14 @@ struct ImFont
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// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
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struct ImGuiPlatformIO
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{
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// Platform (e.g. Win32, GLFW, SDL2)
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//------------------------------------------------------------------
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// Input - Back-end interface/functions + Monitor List
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//------------------------------------------------------------------
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// Platform functions (e.g. Win32, GLFW, SDL2)
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void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport
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void (*Platform_DestroyWindow)(ImGuiViewport* vp);
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void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so we have a chance to call SetWindowPos/Size/Title on them.
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void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first
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void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);
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ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp);
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void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);
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@ -1899,32 +1909,25 @@ struct ImGuiPlatformIO
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void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
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int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code
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// Renderer (e.g. DirectX, OpenGL3, Vulkan)
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// Renderer functions (e.g. DirectX, OpenGL3, Vulkan)
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void (*Renderer_CreateWindow)(ImGuiViewport* vp); // Create swap chains, frame buffers etc.
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void (*Renderer_DestroyWindow)(ImGuiViewport* vp);
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void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // Resize swap chain, frame buffers etc.
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void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Clear targets, Render viewport->DrawData
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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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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 monitors (updated 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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// 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 (written by: imgui, used by: app/back-end to turn into displayable platform windows)
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//------------------------------------------------------------------
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// Output - List of viewports to render into platform windows
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//------------------------------------------------------------------
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// List of viewports (updated by ImGui::UpdatePlatformWindows() along when calling the Platform/Renderer functions)
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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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ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
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};
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// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends
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@ -638,7 +638,6 @@ struct ImGuiContext
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// Viewports
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ImVector<ImGuiViewportP*> Viewports;
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ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed)
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ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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ImGuiViewportP* MousePosViewport;
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ImGuiViewportP* MousePosPrevViewport;
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@ -742,7 +741,6 @@ struct ImGuiContext
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FontSize = FontBaseSize = 0.0f;
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FontAtlasOwnedByContext = shared_font_atlas ? false : true;
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IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
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memset(&PlatformIO, 0, sizeof(PlatformIO));
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Time = 0.0f;
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FrameCount = 0;
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