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mirror of https://github.com/ocornut/imgui.git synced 2024-11-15 03:27:45 +01:00

Merge branch 'viewport' into docking

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar 2018-11-26 21:36:48 +01:00
commit b8d9c5c130
5 changed files with 35 additions and 4 deletions

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@ -98,10 +98,13 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup Style
ImGui::GetStyle().WindowRounding = 0.0f;
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -92,6 +92,10 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -147,10 +147,13 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Setup Style
ImGui::GetStyle().WindowRounding = 0.0f;
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.

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@ -7427,6 +7427,16 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
if (GetWindowAlwaysWantOwnViewport(window))
return false;
for (int n = 0; n < g.Windows.Size; n++)
{
ImGuiWindow* window_behind = g.Windows[n];
if (window_behind == window)
break;
if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
if (window_behind->Viewport->GetRect().Overlaps(window->Rect()))
return false;
}
// Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
ImGuiViewportP* old_viewport = window->Viewport;
if (window->ViewportOwned)
@ -7500,7 +7510,10 @@ static void ImGui::UpdateViewports()
// Clear references to this viewport in windows (window->ViewportId becomes the master data)
for (int window_n = 0; window_n < g.Windows.Size; window_n++)
if (g.Windows[window_n]->Viewport == viewport)
{
g.Windows[window_n]->Viewport = NULL;
g.Windows[window_n]->ViewportOwned = false;
}
if (viewport == g.MouseLastHoveredViewport)
g.MouseLastHoveredViewport = NULL;
g.Viewports.erase(g.Viewports.Data + n);
@ -7687,8 +7700,9 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
}
// Merge into host viewport
bool try_to_merge_into_host_viewport = false;
if (window->ViewportOwned && g.ActiveId == 0)
UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
try_to_merge_into_host_viewport = true;
window->ViewportOwned = false;
// Appearing popups reset their viewport so they can inherit again
@ -7719,7 +7733,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->Viewport = FindViewportByID(g.NextWindowData.ViewportId);
window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
}
else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
{
// Always inherit viewport from parent window
window->Viewport = window->ParentWindow->Viewport;
@ -7737,6 +7751,11 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
if (window->Viewport != NULL && window->Viewport->Window == window)
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
}
else
{
if (try_to_merge_into_host_viewport)
UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
}
// Fallback to default viewport
if (window->Viewport == NULL)
@ -7773,6 +7792,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
}
}
// Regular (non-child, non-popup) windows by default are also allowed to protrude
// Child windows are kept contained within their parent.
else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)

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@ -962,6 +962,7 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_DockingNoSplit = 1 << 7, // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_ViewportsNoTaskBarIcon = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
ImGuiConfigFlags_ViewportsNoMerge = 1 << 12, // All floating windows will always create their own viewport and platform window.