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Viewport: Added support for minimized window which caused problem when ImGuiBackendFlags_HasMouseHoveredViewport was not supported. (#1542) + todo
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@ -281,14 +281,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- examples: move ImGui::NewFrame() out of the backend _NewFrame() ?
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- viewport: make it possible to have no main/hosting viewport
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- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
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on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
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- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
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- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
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- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
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- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
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- viewport: vulkan renderer implementation.
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- viewport: implicit Debug window can hog a zombie viewport (harmless, noisy?)
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- viewport: need to clarify how to use GetMousePos() from a user point of view.
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- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
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- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
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- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
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- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
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- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
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- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
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@ -548,6 +548,12 @@ static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
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return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
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}
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static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
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return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
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}
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#if GLFW_HAS_WINDOW_ALPHA
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static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
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{
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@ -668,6 +674,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
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platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
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platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
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@ -10,6 +10,7 @@
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
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// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -472,6 +473,12 @@ static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
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}
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static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
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}
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static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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@ -543,6 +550,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
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platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
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platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
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@ -536,6 +536,13 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
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return ::GetActiveWindow() == data->Hwnd;
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}
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static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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return ::IsIconic(data->Hwnd) != 0;
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}
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static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
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@ -683,6 +690,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
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platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
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platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale;
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35
imgui.cpp
35
imgui.cpp
@ -7185,7 +7185,7 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
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static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
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{
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ImGuiContext& g = *GImGui;
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if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport)
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if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport || viewport->PlatformIsMinimized)
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return;
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if (!viewport->GetRect().Contains(window->Rect()))
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return;
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@ -7228,7 +7228,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos))
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if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && !viewport->PlatformIsMinimized && viewport->GetRect().Contains(mouse_platform_pos))
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if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
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best_candidate = viewport;
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}
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@ -7277,12 +7277,18 @@ static void ImGui::UpdateViewports()
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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{
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if (g.PlatformIO.Platform_GetWindowMinimized && (n == 0 || viewport->CreatedPlatformWindow))
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viewport->PlatformIsMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
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// Apply Position and Size (from Platform Window to ImGui) if requested.
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// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
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if (viewport->PlatformRequestMove)
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viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
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if (viewport->PlatformRequestResize)
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viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
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if (!viewport->PlatformIsMinimized)
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{
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if (viewport->PlatformRequestMove)
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viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
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if (viewport->PlatformRequestResize)
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viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
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}
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// Translate imgui windows when a Host Viewport has been moved
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ImVec2 delta = viewport->Pos - viewport->LastPos;
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@ -9866,7 +9872,8 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp
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ImVec2 scale = bb.GetSize() / viewport->Size;
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ImVec2 off = bb.Min - viewport->Pos * scale;
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window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.40f));
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float alpha_mul = viewport->PlatformIsMinimized ? 0.30f : 1.00f;
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window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* thumb_window = g.Windows[i];
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@ -9884,12 +9891,12 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp
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thumb_r_scaled.ClipWithFull(bb);
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title_r_scaled.ClipWithFull(bb);
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const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
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window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg));
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window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg));
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window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border));
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window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text), thumb_window->Name, ImGui::FindRenderedTextEnd(thumb_window->Name));
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window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul));
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window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
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window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
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window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, ImGui::FindRenderedTextEnd(thumb_window->Name));
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}
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draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border));
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draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
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}
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void ImGui::ShowViewportThumbnails()
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@ -10069,10 +10076,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGuiWindowFlags flags = viewport->Flags;
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ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
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if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } }
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ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags,
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ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags,
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(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
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(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
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(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "");
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(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", viewport->PlatformIsMinimized ? ", PlatformIsMinimized" : "");
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for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
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Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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1
imgui.h
1
imgui.h
@ -2047,6 +2047,7 @@ struct ImGuiPlatformIO
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ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp);
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void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // Move window to front and set input focus
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bool (*Platform_GetWindowFocus)(ImGuiViewport* vp);
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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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@ -607,6 +607,7 @@ struct ImGuiViewportP : public ImGuiViewport
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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int PlatformMonitor;
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bool PlatformIsMinimized;
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ImGuiWindow* Window;
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ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
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ImDrawData DrawDataP;
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@ -615,7 +616,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; PlatformIsMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
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ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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