Viewport: WIP for Tooltips, Popups, Menus to create their own viewport. Resizing a window allows it to leave the main viewport. (#1542)

docking
omar 7 years ago
parent 1c385c2ca4
commit 637d9c42bf

@ -134,10 +134,10 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@ -145,6 +145,8 @@ int main(int, char**)
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f;
// 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.

@ -1932,6 +1932,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
Flags = FlagsPreviousFrame = 0;
Viewport = NULL;
ViewportId = 0;
ViewportPlatformAllowMonitorExtend = -1;
ViewportPlatformPos = ImVec2(FLT_MAX, FLT_MAX);
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
@ -1947,7 +1948,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
ScrollbarSizes = ImVec2(0.0f, 0.0f);
ScrollbarX = ScrollbarY = false;
ViewportOwned = false;
ViewportTryMerge = false;
ViewportTryMerge = ViewportTrySplit = false;
Active = WasActive = false;
WriteAccessed = false;
Collapsed = false;
@ -2773,14 +2774,20 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
}
}
static ImVec2 NavCalcPreferredMousePos()
static ImVec2 NavCalcPreferredMousePos(ImGuiViewportP** out_viewport)
{
ImGuiContext& g = *GImGui;
if (!g.NavWindow)
return g.IO.MousePos;
if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
{
if (out_viewport) *out_viewport = g.MouseRefViewport;
return ImFloor(g.IO.MousePos);
}
// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
ImRect visible_rect = g.NavWindow->Viewport->GetRect();
if (out_viewport) *out_viewport = g.NavWindow->Viewport;
return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
}
@ -3109,10 +3116,11 @@ static void ImGui::NavUpdate()
// Apply application mouse position movement, after we had a chance to process move request result.
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the nav widget position from last frame
// Set mouse position given our knowledge of the navigated item position from last frame
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos();
IM_ASSERT(!g.NavDisableHighlight && g.NavDisableMouseHover);
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos(NULL);
g.IO.WantSetMousePos = true;
}
g.NavMousePosDirty = false;
@ -3295,7 +3303,7 @@ static void ImGui::NavUpdate()
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(NULL); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
#endif
}
@ -5446,7 +5454,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
popup_ref.OpenFrameCount = g.FrameCount;
popup_ref.OpenParentId = parent_window->IDStack.back();
popup_ref.OpenMousePos = g.IO.MousePos;
popup_ref.OpenPopupPos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
popup_ref.OpenPopupPos = NavCalcPreferredMousePos(NULL);
//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
@ -5834,16 +5842,11 @@ enum ImGuiPopupPositionPolicy
ImGuiPopupPositionPolicy_ComboBox
};
static ImRect FindScreenRectForWindow(ImGuiWindow* window)
{
ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
ImRect r_screen(window->Viewport->GetRect());
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
return r_screen;
}
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
// this allows us to have tooltips/popups displayed out of the parent viewport.)
static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
{
ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
@ -5897,49 +5900,68 @@ static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
return pos;
}
static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
static ImRect FindAllowedExtentRectForWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImRect r_screen;
if (window->ViewportPlatformAllowMonitorExtend != -1)
{
// Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportPlatformAllowMonitorExtend];
r_screen.Min = ImGui::ConvertPlatformPosToViewportPos(monitor.Pos, window->Viewport);
r_screen.Max = ImGui::ConvertPlatformPosToViewportPos(monitor.Pos + monitor.Size, window->Viewport);
}
else
{
r_screen.Min = window->Viewport->Pos;
r_screen.Max = window->Viewport->Pos + window->Viewport->Size;
}
ImVec2 padding = g.Style.DisplaySafeAreaPadding;
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
return r_screen;
}
ImRect r_screen = FindScreenRectForWindow(window);
static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
{
// Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
IM_ASSERT(g.CurrentWindow == window);
ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
ImGuiWindow* parent_window = window->ParentWindow;
float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
ImRect r_outer = FindAllowedExtentRectForWindow(window);
ImRect r_avoid;
if (parent_window->DC.MenuBarAppending)
r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
else
r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
}
if (window->Flags & ImGuiWindowFlags_Popup)
{
ImRect r_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
ImRect r_outer = FindAllowedExtentRectForWindow(window);
ImRect r_avoid = ImRect(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
}
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
// Position tooltip (always follows mouse)
float sc = g.Style.MouseCursorScale;
ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
ImVec2 ref_pos = NavCalcPreferredMousePos(NULL);
ImRect r_outer = FindAllowedExtentRectForWindow(window);
ImRect r_avoid;
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
else
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
if (window->AutoPosLastDirection == ImGuiDir_None)
pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
return pos;
}
IM_ASSERT(0);
return window->Pos;
return window->PosFloat;
}
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
@ -6058,7 +6080,11 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
}
else
{
ImVec2 avail_size = window->ViewportOwned ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->Size;
// Maximum window size is determined by the viewport size or monitor size
const int monitor_idx = window->ViewportPlatformAllowMonitorExtend;
ImVec2 avail_size = window->Viewport->Size;
if (window->ViewportOwned)
avail_size = (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) ? g.PlatformIO.Monitors[monitor_idx].Size : ImVec2(FLT_MAX, FLT_MAX);
ImVec2 size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f));
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
@ -6142,11 +6168,25 @@ static void ImGui::SetWindowViewportTranslateToPreservePlatformPos(ImGuiWindow*
window->ViewportId = curr_viewport->ID;
}
static int FindPlatformMonitorForPlatformPos(ImVec2 platform_pos)
{
ImGuiContext& g = *GImGui;
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
{
const ImGuiPlatformMonitor* monitor = &g.PlatformIO.Monitors[monitor_n];
ImRect monitor_rect(monitor->Pos, monitor->Pos + monitor->Size);
if (monitor_rect.Contains(platform_pos))
return monitor_n;
}
return -1;
}
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
window->ViewportPlatformAllowMonitorExtend = -1;
// Restore main viewport if multi-viewport is not supported by the back-end
ImGuiViewportP* main_viewport = g.Viewports[0];
@ -6158,6 +6198,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
return;
}
// Merge into host viewports (after moving, resizing)
if (window->ViewportOwned && window->ViewportTryMerge && g.ActiveId == 0)
{
UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
@ -6165,15 +6206,12 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
}
window->ViewportOwned = false;
const bool window_is_mouse_tooltip = (flags & ImGuiWindowFlags_Tooltip) && g.NavDisableHighlight && !g.NavDisableMouseHover;
const bool window_follow_mouse_viewport = window_is_mouse_tooltip || (g.MovingWindow && g.MovingWindow->RootWindow == window);
bool created_viewport = false;
// Appearing popups reset their viewport so they can inherit again
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0);
if ((flags & ImGuiWindowFlags_Popup) && window_just_appearing_after_hidden_for_resize)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
{
window->Viewport = NULL;
window->ViewportId = 0;
}
// By default inherit from parent window
if (window->Viewport == NULL && window->ParentWindow)
@ -6184,11 +6222,7 @@ 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 = AddUpdateViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
window->Viewport = viewport;
created_viewport = true;
}
window->Viewport = AddUpdateViewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportPlatformPos, window->Size);
}
if (g.NextWindowData.ViewportCond)
@ -6197,41 +6231,52 @@ 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)
else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
{
// Inherit viewport from parent window
window->Viewport = window->ParentWindow->Viewport;
}
else if (window_follow_mouse_viewport && IsMousePosValid())
else if (flags & ImGuiWindowFlags_Tooltip)
{
window->Viewport = g.MouseRefViewport;
}
else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
{
// 2018-04-13: the if() below tends to succeed but for a misleading reason: when moving a window and hovering another, UpdateMovingWindow would
// already have displaced the window outside of its viewport boundaries. While this is currently working it is very smelly.
ImGuiViewportP* current_viewport = window->Viewport;
if (!window_is_mouse_tooltip && (current_viewport == NULL || !current_viewport->GetRect().Contains(window->Rect())))
if (window->Viewport == NULL || !window->Viewport->GetRect().Contains(window->Rect()))
{
// Calculate mouse position in OS/platform coordinates, create a Viewport at this position.
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseRefViewport);
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
window->Viewport = viewport;
created_viewport = true;
window->Viewport = AddUpdateViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
}
else
{
window->Viewport = g.MouseRefViewport;
}
}
else if (g.NavWindow != NULL && g.NavWindow != window && (flags & ImGuiWindowFlags_Tooltip))
// Mark window as allowed to protrude outside of its viewport and into the current monitor
bool allow_protrude_on_whole_monitor = false;
allow_protrude_on_whole_monitor |= (flags & ImGuiWindowFlags_Tooltip) != 0;
allow_protrude_on_whole_monitor |= (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) != 0;
if (allow_protrude_on_whole_monitor)
{
window->Viewport = g.NavWindow->Viewport;
ImGuiViewportP* ref_viewport;
ImVec2 ref_pos = NavCalcPreferredMousePos(&ref_viewport);
window->ViewportPlatformAllowMonitorExtend = FindPlatformMonitorForPlatformPos(ConvertViewportPosToPlatformPos(ref_pos, ref_viewport));
}
if (window->ViewportTrySplit && window->ViewportPlatformAllowMonitorExtend == -1)
window->ViewportPlatformAllowMonitorExtend = FindPlatformMonitorForPlatformPos(window->Viewport->PlatformPos);
window->ViewportTrySplit = false;
// Fallback to default viewport
if (window->Viewport == NULL)
window->Viewport = main_viewport;
// When we own the viewport update its size/position
if (window == window->Viewport->Window && !created_viewport)
if (window == window->Viewport->Window && window->Viewport->LastFrameActive != g.FrameCount)
{
window->Viewport->Flags |= ImGuiViewportFlags_NoDecoration;
if (!window->Viewport->PlatformRequestResize)
@ -6371,6 +6416,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
window->SizeFull = size_target;
if (window->ViewportOwned)
window->ViewportTryMerge = true;
else
window->ViewportTrySplit = true;
MarkIniSettingsDirty(window);
}
if (pos_target.x != FLT_MAX)
@ -6570,10 +6617,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetCurrentWindow(window);
flags = window->Flags;
// Lock window rounding, border size and padding for the frame (so that altering them doesn't cause inconsistencies)
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
if (window->ViewportOwned)
window->WindowRounding = 0.0f;
// Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies)
window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
window->WindowPadding = style.WindowPadding;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
@ -6672,16 +6716,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
window->PosFloat = FindBestWindowPosForPopup(window);
// Clamp position so window stays visible within its viewport
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
ImRect viewport_rect = window->Viewport->GetRect();
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && !window->ViewportOwned && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
if (window->ViewportPlatformAllowMonitorExtend != -1 && !window->ViewportOwned)
{
if (!window->Viewport->GetRect().Contains(ImRect(window->PosFloat, window->PosFloat + window->Size)))
{
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
window->PosFloat = ImMax(window->PosFloat + window->Size, viewport_rect.Min + padding) - window->Size;
window->PosFloat = ImMin(window->PosFloat, viewport_rect.Max - padding);
// Late create viewport, based on the assumption that with our calculations, the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
//ImGuiViewport* old_viewport = window->Viewport;
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ((window->Flags & ImGuiWindowFlags_NoInputs) ? ImGuiViewportFlags_NoInputs : 0);
ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->PosFloat, window->Viewport);
window->Viewport = AddUpdateViewport(window, window->ID, viewport_flags, platform_pos, window->Size);
window->ViewportOwned = true;
// FIXME-DPI
//IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
SetCurrentViewport(window->Viewport);
window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
SetCurrentWindow(window);
}
}
// Position window to fit within viewport
// We can also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha
@ -6693,8 +6745,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Size = window->SizeFull = window->Viewport->Size;
}
// Clamp position so window stays visible within its viewport
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
ImRect viewport_rect = window->Viewport->GetRect();
if (!window->ViewportOwned && !window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
{
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
window->PosFloat = ImMax(window->PosFloat + window->Size, viewport_rect.Min + padding) - window->Size;
window->PosFloat = ImMin(window->PosFloat, viewport_rect.Max - padding);
}
window->Pos = ImFloor(window->PosFloat);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
if (window->ViewportOwned)
window->WindowRounding = 0.0f;
// Prepare for focus requests
window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
@ -6721,7 +6789,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// When a window is marked as owning its viewport, we immediately update the viewport after a resize
window->ViewportPlatformPos = window->Viewport->PlatformPos;
if (window->ViewportOwned && (window->Size.x != window->Viewport->Size.x || window->Size.y != window->Viewport->Size.y))
if (window->ViewportOwned && !window->Viewport->PlatformRequestResize && (window->SizeFull.x != window->Viewport->Size.x || window->SizeFull.y != window->Viewport->Size.y))
{
window->Viewport->Size = window->SizeFull;
viewport_rect = window->Viewport->GetRect();
@ -6783,7 +6851,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (g.NextWindowData.BgAlphaCond != 0)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
if (window->ViewportOwned)
{
//window->Viewport->Alpha = ((bg_col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) / 255.0f;
bg_col = (bg_col | IM_COL32_A_MASK);
}
window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
// Title bar
@ -11569,7 +11640,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
if (flags & ImGuiComboFlags_PopupAlignLeft)
popup_window->AutoPosLastDirection = ImGuiDir_Left;
ImRect r_outer = FindScreenRectForWindow(popup_window);
ImRect r_outer = FindAllowedExtentRectForWindow(popup_window);
ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos);
}
@ -12162,7 +12233,8 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
if (menu_is_open)
{
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
//SetNextWindowPos(popup_pos, ImGuiCond_Always);
SetNextWindowPos(popup_pos, ImGuiCond_Appearing); // FIXME-VIEWPORT: This needs to work with ImGuiCond_Always
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
@ -14300,6 +14372,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
ImVec2 mouse_platform_pos = ConvertViewportPosToPlatformPos(g.IO.MousePos, g.MouseRefViewport);
ImGui::Text("MousePlatformPos: (%.1f,%.1f)", mouse_platform_pos.x, mouse_platform_pos.y);
ImGui::Text("MousePosViewport: 0x%08X, Hovered: 0x%08X -> Ref 0x%08X", g.IO.MousePosViewport, g.IO.MouseHoveredViewport, g.MouseRefViewport->ID);
ImGui::TreePop();
}

@ -941,6 +941,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here
ImGuiID ViewportId; // Inactive windows preserve their last viewport id (since the viewport may disappear with the window inactivity)
int ViewportPlatformAllowMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
ImVec2 ViewportPlatformPos;
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
@ -961,7 +962,8 @@ struct IMGUI_API ImGuiWindow
ImVec2 ScrollbarSizes;
bool ScrollbarX, ScrollbarY;
bool ViewportOwned;
bool ViewportTryMerge;
bool ViewportTryMerge; // Request attempt to merge into a host viewport and destroy our owned viewport
bool ViewportTrySplit; // Request attempt to split out of a host viewport and create our owned viewport
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
bool WriteAccessed; // Set to true when any widget access the current window

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