Viewports, Backends: GLFW: Fix windows resizing incorrectly due to GLFW firing window positioning callbacks on next frame after window is resized manually. (#2117)

+ Docking fixed PVS warning
docking
Rokas Kupstys 5 years ago committed by omar
parent 36ac557df0
commit 7f8b076f2b

@ -491,9 +491,10 @@ struct ImGuiViewportDataGlfw
{ {
GLFWwindow* Window; GLFWwindow* Window;
bool WindowOwned; bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame; int IgnoreWindowSizeEventFrame;
ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = -1; } ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
}; };
@ -503,11 +504,26 @@ static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
viewport->PlatformRequestClose = true; viewport->PlatformRequestClose = true;
} }
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{ {
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true; viewport->PlatformRequestMove = true;
} }
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{ {
@ -515,14 +531,8 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{ {
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
{ {
// GLFW may dispatch window size event after calling glfwSetWindowSize().
// However depending on the platform the callback may be invoked at different time: on Windows it
// appears to be called within the glfwSetWindowSize() call whereas on Linux it is queued and invoked
// during glfwPollEvents().
// Because the event doesn't always fire on glfwSetWindowSize() we use a frame counter tag to only
// ignore recent glfwSetWindowSize() calls.
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1); bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
data->IgnoreWindowSizeEventFrame = -1; //data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event) if (ignore_event)
return; return;
} }
@ -658,6 +668,7 @@ static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{ {
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
} }

@ -13350,8 +13350,8 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN
// Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton);
data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
data->FutureNode.Pos = host_node ? ref_node_for_rect->Pos : host_window->Pos; data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
data->FutureNode.Size = host_node ? ref_node_for_rect->Size : host_window->Size; data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
// Calculate drop shapes geometry for allowed splitting directions // Calculate drop shapes geometry for allowed splitting directions
IM_ASSERT(ImGuiDir_None == -1); IM_ASSERT(ImGuiDir_None == -1);

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