mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-15 03:27:45 +01:00
Viewport: Corrected/clarified comments. Moved RenderPlatformWindowsDefault() next to UpdatePlatformWindow(). Removed unnecessary flag check.
This commit is contained in:
parent
9c916cdaf9
commit
a0e5bb9532
103
imgui.cpp
103
imgui.cpp
@ -7630,7 +7630,8 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
|
||||
window->ViewportId = window->Viewport->ID;
|
||||
}
|
||||
|
||||
// Called by imgui at the end of the main loop, after EndFrame()
|
||||
// Called by user at the end of the main loop, after EndFrame()
|
||||
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
|
||||
void ImGui::UpdatePlatformWindows()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7658,34 +7659,34 @@ void ImGui::UpdatePlatformWindows()
|
||||
if (viewport->LastFrameActive < g.FrameCount)
|
||||
continue;
|
||||
|
||||
// New windows that appears directly in a new viewport won't always have a size on their frame
|
||||
// New windows that appears directly in a new viewport won't always have a size on their first frame
|
||||
if (viewport->Size.x <= 0 || viewport->Size.y <= 0)
|
||||
continue;
|
||||
|
||||
// Update common viewport flags for owned viewports
|
||||
if (viewport->Window != NULL)
|
||||
if (ImGuiWindow* window = viewport->Window)
|
||||
{
|
||||
ImGuiViewportFlags flags = viewport->Flags & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration);
|
||||
if (viewport->Window->Flags & ImGuiWindowFlags_Tooltip)
|
||||
if (window->Flags & ImGuiWindowFlags_Tooltip)
|
||||
flags |= ImGuiViewportFlags_TopMost;
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
|
||||
flags |= ImGuiViewportFlags_NoTaskBarIcon;
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
|
||||
flags |= ImGuiViewportFlags_NoDecoration;
|
||||
viewport->Flags = flags;
|
||||
}
|
||||
|
||||
// Create window
|
||||
bool is_new_window = (viewport->PlatformWindowCreated == false);
|
||||
if (is_new_window)
|
||||
bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
|
||||
if (is_new_platform_window)
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
|
||||
g.PlatformIO.Platform_CreateWindow(viewport);
|
||||
if (g.PlatformIO.Renderer_CreateWindow != NULL)
|
||||
g.PlatformIO.Renderer_CreateWindow(viewport);
|
||||
viewport->LastNameHash = 0;
|
||||
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Platform_SetWindowSize before Platform_ShowWindow
|
||||
viewport->LastRendererSize = viewport->Size;
|
||||
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
|
||||
viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
|
||||
viewport->PlatformWindowCreated = true;
|
||||
}
|
||||
|
||||
@ -7708,29 +7709,32 @@ void ImGui::UpdatePlatformWindows()
|
||||
if (viewport->LastNameHash != title_hash)
|
||||
{
|
||||
char title_end_backup_c = *title_end;
|
||||
*title_end = 0; // Cut existing buffer short instead of doing an alloc/free
|
||||
*title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
|
||||
g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
|
||||
*title_end = title_end_backup_c;
|
||||
viewport->LastNameHash = title_hash;
|
||||
}
|
||||
}
|
||||
|
||||
// Update alpha
|
||||
// Update alpha (if it changed)
|
||||
if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
|
||||
g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
|
||||
viewport->LastAlpha = viewport->Alpha;
|
||||
|
||||
// Show window. On startup ensure platform window don't get focus
|
||||
if (is_new_window)
|
||||
if (is_new_platform_window)
|
||||
{
|
||||
if (g.FrameCount < 3) // Give a few frames for the application to stabilize (nested contents may lead to viewport being created a few frames late)
|
||||
// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
|
||||
if (g.FrameCount < 3)
|
||||
viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
|
||||
g.PlatformIO.Platform_ShowWindow(viewport);
|
||||
}
|
||||
|
||||
// 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.
|
||||
if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
|
||||
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
|
||||
// Show window
|
||||
g.PlatformIO.Platform_ShowWindow(viewport);
|
||||
|
||||
// Even without focus, we assume the window becomes front-most.
|
||||
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
|
||||
if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
|
||||
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
|
||||
}
|
||||
|
||||
// Clear request flags
|
||||
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
|
||||
@ -7757,6 +7761,34 @@ void ImGui::UpdatePlatformWindows()
|
||||
}
|
||||
}
|
||||
|
||||
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
|
||||
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
|
||||
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
|
||||
//
|
||||
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
// for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
// MyRenderFunction(platform_io.Viewports[i], my_args);
|
||||
// for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
|
||||
//
|
||||
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
|
||||
{
|
||||
// Skip the main viewport (index 0), which is always fully handled by the application!
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[i];
|
||||
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
|
||||
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
|
||||
}
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[i];
|
||||
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
|
||||
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
|
||||
}
|
||||
}
|
||||
|
||||
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7798,37 +7830,6 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
|
||||
return best_monitor_n;
|
||||
}
|
||||
|
||||
// This is a default/basic function for performing the rendering/swap of multiple platform windows.
|
||||
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
|
||||
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
|
||||
//
|
||||
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
// for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
// MyRenderFunction(platform_io.Viewports[i], my_args);
|
||||
// for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
|
||||
//
|
||||
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
|
||||
{
|
||||
if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
return;
|
||||
|
||||
// Skip the main viewport (index 0), which is always fully handled by the application!
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[i];
|
||||
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
|
||||
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
|
||||
}
|
||||
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||||
{
|
||||
ImGuiViewport* viewport = platform_io.Viewports[i];
|
||||
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
|
||||
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
15
imgui.h
15
imgui.h
@ -2143,13 +2143,13 @@ struct ImGuiPlatformMonitor
|
||||
};
|
||||
|
||||
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled.
|
||||
// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, one for
|
||||
// the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide both Platform
|
||||
// and Renderer interfaces and thus may not need to use all functions.
|
||||
// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files,
|
||||
// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide
|
||||
// both Platform and Renderer interfaces and so may not need to use all functions.
|
||||
// Platform functions are typically called before their Renderer counterpart,
|
||||
// apart from Destroy which are called the other way.
|
||||
// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order:
|
||||
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
|
||||
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
|
||||
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need
|
||||
// specific behavior for your multi-window rendering.
|
||||
struct ImGuiPlatformIO
|
||||
@ -2159,6 +2159,7 @@ struct ImGuiPlatformIO
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
|
||||
// Most of them are called by ImGui::UpdatePlatformWindows() and ImGui::RenderPlatformWindowsDefault().
|
||||
void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport
|
||||
void (*Platform_DestroyWindow)(ImGuiViewport* vp);
|
||||
void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first
|
||||
@ -2171,7 +2172,7 @@ struct ImGuiPlatformIO
|
||||
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
|
||||
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
|
||||
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
|
||||
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side)
|
||||
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render
|
||||
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
|
||||
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
|
||||
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) 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.
|
||||
@ -2213,8 +2214,8 @@ enum ImGuiViewportFlags_
|
||||
// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.
|
||||
struct ImGuiViewport
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiViewportFlags Flags;
|
||||
ImGuiID ID; // Unique identifier for the viewport
|
||||
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
|
||||
ImVec2 Pos; // Position of viewport both in imgui space and in OS desktop/native space
|
||||
ImVec2 Size; // Size of viewport in pixel
|
||||
float DpiScale; // 1.0f = 96 DPI = No extra scale
|
||||
|
Loading…
Reference in New Issue
Block a user