Viewports, Window: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate the items. Also simpler and more standard.

Amend d8f9f6ba2a and 377f730054.
docking
ocornut 5 years ago
parent bb1e6f8af6
commit 3c80d57dc7

@ -5383,14 +5383,14 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX);
// Clip mouse interaction rectangles within the viewport (in practice the narrowing is going to happen most of the time). // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
// - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
// This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it. // This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it.
// - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
// - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
ImRect clip_viewport_rect(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
if (!(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) if (clip_with_viewport_rect)
clip_viewport_rect = window->Viewport->GetRect(); PushClipRect(window->Viewport->Pos, window->Viewport->Pos + window->Viewport->Size, true); // Won't incur a draw command as we are not drawing here.
// Resize grips and borders are on layer 1 // Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
@ -5407,12 +5407,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
ImVec2 resize_rect_ref_min = resize_rect.Min;
resize_rect.ClipWith(clip_viewport_rect);
bool hovered, held; bool hovered, held;
ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
if (held && g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - resize_rect_ref_min; // Override our reference click offset as viewport clipping may be moved it.
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held) if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
@ -5438,11 +5434,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
{ {
bool hovered, held; bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ImVec2 border_rect_ref_min = border_rect.Min;
border_rect.ClipWith(clip_viewport_rect);
ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
if (held && g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - border_rect_ref_min; // Override our reference click offset as viewport clipping may be moved it.
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
{ {
@ -5462,6 +5454,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
} }
} }
PopID(); PopID();
if (clip_with_viewport_rect)
PopClipRect();
// Restore nav layer // Restore nav layer
window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayerCurrent = ImGuiNavLayer_Main;

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