Viewport, Platform: Added ImGuiViewportFlags_TopMost that will be used by tooltip window (without it, clicking and holding the window emitting the tooltip would move the tooltip to the back) + GLFW backend fixes for non-win32 platforms. (#1542)

docking
omar 7 years ago
parent e25da4230b
commit 285269ef55

@ -41,8 +41,10 @@
#define GLFW_HAS_GLFW_HOVERED 0
#endif
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+
// Data
enum GlfwClientApi
{
@ -357,6 +359,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & imGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
data->WindowOwned = true;
@ -373,7 +378,7 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
if (data->WindowOwned)
{
#if GLFW_HAS_GLFW_HOVERED
#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
HWND hwnd = glfwGetWin32Window(data->Window);
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
@ -419,7 +424,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
}
// GLFW hack: install hook for WM_NCHITTEST message handler
#if GLFW_HAS_GLFW_HOVERED
#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
if (g_GlfwWndProc == NULL)
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);

@ -34,6 +34,7 @@
#include <SDL_syswm.h>
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
@ -317,6 +318,9 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->PlatformPos.x, (int)viewport->PlatformPos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
data->WindowOwned = true;
if (use_opengl)

@ -389,6 +389,8 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
data->DwStyle = WS_OVERLAPPEDWINDOW;
data->DwExStyle = no_task_bar_icon ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
}
if (viewport->Flags & imGuiViewportFlags_TopMost)
data->DwExStyle |= WS_EX_TOPMOST;
// Create window
RECT rect = { (LONG)viewport->PlatformPos.x, (LONG)viewport->PlatformPos.y, (LONG)(viewport->PlatformPos.x + viewport->Size.x), (LONG)(viewport->PlatformPos.y + viewport->Size.y) };

@ -434,7 +434,7 @@
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
were targetted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
Q: How can I display an image? What is ImTextureID, how does it works?
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
@ -766,7 +766,7 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi
static inline ImRect GetViewportRect(ImGuiWindow* window) { return window->Viewport->GetRect(); }
static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
static ImGuiViewportP* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
static ImGuiViewportP* AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
static void UpdateViewports();
static void UpdateSelectWindowViewport(ImGuiWindow* window);
static void SetCurrentViewport(ImGuiViewportP* viewport);
@ -3330,7 +3330,7 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
{
// Create/persist new viewport
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
ImGuiViewportP* viewport = Viewport(window, window->ID, 0, platform_pos, window->Size);
ImGuiViewportP* viewport = AddViewport(window, window->ID, 0, platform_pos, window->Size);
SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
}
}
@ -3475,7 +3475,7 @@ static void ImGui::UpdateViewports()
ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport);
Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
AddViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
@ -3560,10 +3560,16 @@ void ImGui::UpdatePlatformWindows()
continue;
}
// Update ImGuiViewportFlags_NoTaskBarIcon flag
// New windows that appears directly in a new viewport won't always have a size on their frame
if (viewport->Size.x <= 0 || viewport->Size.y <= 0)
continue;
// Update viewport flags
if (viewport->Window != NULL)
{
bool topmost = (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) != 0;
bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
viewport->Flags = topmost ? (viewport->Flags | imGuiViewportFlags_TopMost) : (viewport->Flags & ~imGuiViewportFlags_TopMost);
viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon);
}
@ -4506,7 +4512,7 @@ void ImGui::EndFrame()
for (int i = 0; i < g.Viewports.Size; i++)
{
ImGuiViewportP* viewport = g.Viewports[i];
if (viewport->LastFrameActive < g.FrameCount)
if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
continue;
if (i > 0)
IM_ASSERT(viewport->Window != NULL);
@ -4679,7 +4685,7 @@ void ImGui::SetCurrentViewport(ImGuiViewportP* viewport)
g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
}
ImGuiViewportP* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
ImGuiViewportP* ImGui::AddViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
@ -6164,7 +6170,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->Viewport = FindViewportByID(window->ViewportId);
if (window->Viewport == NULL && window->ViewportPlatformPos.x != FLT_MAX && window->ViewportPlatformPos.y != FLT_MAX)
{
ImGuiViewportP* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
ImGuiViewportP* viewport = AddViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport;
window->Viewport = viewport;
created_viewport = true;
@ -6189,7 +6195,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
// Calculate mouse position in OS/platform coordinates, create a Viewport at this position.
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MousePosViewport);
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
ImGuiViewportP* viewport = Viewport(window, window->ID, viewport_flags, platform_pos, window->Size);
ImGuiViewportP* viewport = AddViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport;
window->Viewport = viewport;
created_viewport = true;

@ -1937,7 +1937,8 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 1, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
ImGuiViewportFlags_NoRendererClear = 1 << 4 // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
ImGuiViewportFlags_NoRendererClear = 1 << 4, // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
imGuiViewportFlags_TopMost = 1 << 5 // Platform Window: Display on top (for tooltips only)
};
// 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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