Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.

Revert 6bc52667
Showing inferred order and missing flags in metrics.
docking
ocornut 4 years ago
parent 2a5eaf239f
commit 3607c42bec

@ -11839,7 +11839,7 @@ void ImGui::UpdatePlatformWindows()
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
} }
// Clear request flags // Clear request flags
viewport->ClearRequestFlags(); viewport->ClearRequestFlags();
@ -11860,8 +11860,14 @@ void ImGui::UpdatePlatformWindows()
} }
// Store a tag so we can infer z-order easily from all our windows // Store a tag so we can infer z-order easily from all our windows
if (focused_viewport && focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; // will keep the front most stamp instead of losing it back to their parent viewport.
if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
{
if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
g.PlatformLastFocusedViewportId = focused_viewport->ID;
}
} }
} }
@ -15852,6 +15858,13 @@ static void RenderViewportsThumbnails()
ImGui::Dummy(bb_full.GetSize() * SCALE); ImGui::Dummy(bb_full.GetSize() * SCALE);
} }
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
{
const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs;
const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs;
return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
}
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc) static void MetricsHelpMarker(const char* desc)
{ {
@ -16059,6 +16072,18 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop(); TreePop();
} }
if (TreeNode("Inferred order (front-to-back)"))
{
static ImVector<ImGuiViewportP*> viewports;
viewports.resize(g.Viewports.Size);
memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
if (viewports.Size > 1)
ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
for (int i = 0; i < viewports.Size; i++)
BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
TreePop();
}
for (int i = 0; i < g.Viewports.Size; i++) for (int i = 0; i < g.Viewports.Size; i++)
DebugNodeViewport(g.Viewports[i]); DebugNodeViewport(g.Viewports[i]);
TreePop(); TreePop();
@ -16557,11 +16582,17 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
viewport->PlatformMonitor, viewport->DpiScale * 100.0f); viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
(flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
(flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
(flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
(flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
(flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");

@ -1531,6 +1531,7 @@ struct ImGuiContext
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewportId;
int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Gamepad/keyboard Navigation // Gamepad/keyboard Navigation
@ -1752,6 +1753,7 @@ struct ImGuiContext
CurrentDpiScale = 0.0f; CurrentDpiScale = 0.0f;
CurrentViewport = NULL; CurrentViewport = NULL;
MouseViewport = MouseLastHoveredViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL;
PlatformLastFocusedViewportId = 0;
ViewportFrontMostStampCount = 0; ViewportFrontMostStampCount = 0;
NavWindow = NULL; NavWindow = NULL;

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