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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.
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parent
9c916cdaf9
commit
a0e5bb9532
101
imgui.cpp
101
imgui.cpp
@ -7630,7 +7630,8 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->ViewportId = window->Viewport->ID;
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}
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// Called by imgui at the end of the main loop, after EndFrame()
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// Called by user at the end of the main loop, after EndFrame()
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// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
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void ImGui::UpdatePlatformWindows()
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{
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ImGuiContext& g = *GImGui;
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@ -7658,34 +7659,34 @@ void ImGui::UpdatePlatformWindows()
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if (viewport->LastFrameActive < g.FrameCount)
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continue;
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// New windows that appears directly in a new viewport won't always have a size on their frame
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// New windows that appears directly in a new viewport won't always have a size on their first frame
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if (viewport->Size.x <= 0 || viewport->Size.y <= 0)
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continue;
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// Update common viewport flags for owned viewports
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if (viewport->Window != NULL)
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if (ImGuiWindow* window = viewport->Window)
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{
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ImGuiViewportFlags flags = viewport->Flags & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration);
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if (viewport->Window->Flags & ImGuiWindowFlags_Tooltip)
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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flags |= ImGuiViewportFlags_TopMost;
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcon) != 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
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flags |= ImGuiViewportFlags_NoTaskBarIcon;
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsDecoration) == 0 || (window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0)
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flags |= ImGuiViewportFlags_NoDecoration;
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viewport->Flags = flags;
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}
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// Create window
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bool is_new_window = (viewport->PlatformWindowCreated == false);
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if (is_new_window)
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bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
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if (is_new_platform_window)
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{
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//IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
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g.PlatformIO.Platform_CreateWindow(viewport);
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if (g.PlatformIO.Renderer_CreateWindow != NULL)
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g.PlatformIO.Renderer_CreateWindow(viewport);
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viewport->LastNameHash = 0;
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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
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viewport->LastRendererSize = viewport->Size;
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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?)
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viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
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viewport->PlatformWindowCreated = true;
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}
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@ -7708,29 +7709,32 @@ void ImGui::UpdatePlatformWindows()
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if (viewport->LastNameHash != title_hash)
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{
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char title_end_backup_c = *title_end;
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*title_end = 0; // Cut existing buffer short instead of doing an alloc/free
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*title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
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g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
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*title_end = title_end_backup_c;
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viewport->LastNameHash = title_hash;
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}
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}
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// Update alpha
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// Update alpha (if it changed)
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if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
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g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
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viewport->LastAlpha = viewport->Alpha;
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// Show window. On startup ensure platform window don't get focus
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if (is_new_window)
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if (is_new_platform_window)
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{
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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)
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// 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)
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if (g.FrameCount < 3)
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viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
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g.PlatformIO.Platform_ShowWindow(viewport);
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}
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// 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.
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if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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// Show window
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g.PlatformIO.Platform_ShowWindow(viewport);
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// Even without focus, we assume the window becomes front-most.
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// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
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if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
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}
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// Clear request flags
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viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
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@ -7757,6 +7761,34 @@ void ImGui::UpdatePlatformWindows()
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}
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}
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// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
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// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed 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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// 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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// Skip the main viewport (index 0), which is always fully handled by the application!
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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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{
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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 < platform_io.Viewports.Size; i++)
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{
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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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}
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static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
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{
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ImGuiContext& g = *GImGui;
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@ -7798,37 +7830,6 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
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return best_monitor_n;
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}
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// This is a default/basic function for performing the rendering/swap of multiple platform windows.
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// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed 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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// 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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if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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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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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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{
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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 < platform_io.Viewports.Size; i++)
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{
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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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}
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void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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13
imgui.h
13
imgui.h
@ -2143,9 +2143,9 @@ struct ImGuiPlatformMonitor
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};
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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled.
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// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, one for
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// the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide both Platform
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// and Renderer interfaces and thus may not need to use all functions.
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// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files,
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// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide
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// both Platform and Renderer interfaces and so may not need to use all functions.
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// Platform functions are typically called before their Renderer counterpart,
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// apart from Destroy which are called the other way.
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// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order:
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@ -2159,6 +2159,7 @@ struct ImGuiPlatformIO
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//------------------------------------------------------------------
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// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
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// Most of them are called by ImGui::UpdatePlatformWindows() and ImGui::RenderPlatformWindowsDefault().
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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 SetWindowPos/Size/Title can be called on them first
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@ -2171,7 +2172,7 @@ struct ImGuiPlatformIO
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bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
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void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title);
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render (platform side)
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side)
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
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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.
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@ -2213,8 +2214,8 @@ enum ImGuiViewportFlags_
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// 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.
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struct ImGuiViewport
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{
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ImGuiID ID;
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ImGuiViewportFlags Flags;
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ImGuiID ID; // Unique identifier for the viewport
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ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
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ImVec2 Pos; // Position of viewport both in imgui space and in OS desktop/native space
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ImVec2 Size; // Size of viewport in pixel
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float DpiScale; // 1.0f = 96 DPI = No extra scale
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