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Viewports: added platform_io.Platform_GetWindowWorkAreaInsets() hook. (#7823)
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@ -52,6 +52,10 @@ Other changes:
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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Docking+Viewports Branch:
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- Viewports: added optional platform_io.Platform_GetWindowWorkAreaInsets() hook
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to allow backends to alter the default per-viewport work-area. (#7823)
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-----------------------------------------------------------------------
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@ -15238,11 +15238,18 @@ static void ImGui::UpdateViewportsNewFrame()
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// Update/copy monitor info
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UpdateViewportPlatformMonitor(viewport);
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// Lock down space taken by menu bars and status bars
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// Lock down space taken by menu bars and status bars + query initial insets from backend
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// Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
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viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
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viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
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viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
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if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL)
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{
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ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport);
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IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f);
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viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y);
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viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w);
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}
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viewport->UpdateWorkRect();
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// Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
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1
imgui.h
1
imgui.h
@ -3706,6 +3706,7 @@ struct ImGuiPlatformIO
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
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float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (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); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
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ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
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int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
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// (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
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@ -1990,6 +1990,7 @@ struct ImGuiViewportP : public ImGuiViewport
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// Per-viewport work area
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// - Insets are >= 0.0f values, distance from viewport corners to work area.
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// - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents.
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// - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
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ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect().
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ImVec2 WorkInsetMax; // "
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ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
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