Viewport: Merged ImGuiPlatformData into ImGuiPlatformIO. Comments. (#1542)

docking
omar 7 years ago
parent 32ee0a3947
commit 83bd3595a4

@ -220,10 +220,10 @@ static void ImGui_ImplGlfw_UpdateMouse()
g_MouseJustPressed[i] = false;
}
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
for (int n = 0; n < platform_data->Viewports.Size; n++)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
ImGuiViewport* viewport = platform_data->Viewports[n];
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
IM_ASSERT(window != NULL);
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
@ -522,17 +522,17 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
// FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?)
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
platform_data->Monitors.resize(monitors_count);
platform_io.Monitors.resize(monitors_count);
for (int n = 0; n < monitors_count; n++)
{
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
platform_data->Monitors[n].Pos = ImVec2((float)x, (float)y);
platform_data->Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
platform_io.Monitors[n].Pos = ImVec2((float)x, (float)y);
platform_io.Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
}
}

@ -440,15 +440,15 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
// FIXME-PLATFORM: Update when changed?
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int display_count = SDL_GetNumVideoDisplays();
platform_data->Monitors.resize(display_count);
platform_io.Monitors.resize(display_count);
for (int n = 0; n < display_count; n++)
{
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
platform_data->Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
platform_data->Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
platform_io.Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
platform_io.Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
}
}

@ -408,7 +408,7 @@ static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
if (::GetCapture() == data->Hwnd)
{
// Transfer capture so if we started dragging from a window that later disappears, we'll still release the MOUSEUP event.
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
::ReleaseCapture();
::SetCapture(g_hWnd);
}
@ -540,14 +540,14 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR, HDC, LPRE
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.Pos = ImVec2((float)rect->left, (float)rect->top);
imgui_monitor.Size = ImVec2((float)(rect->right - rect->left), (float)(rect->bottom - rect->top));
ImGui::GetPlatformData()->Monitors.push_back(imgui_monitor);
ImGui::GetPlatformIO().Monitors.push_back(imgui_monitor);
return TRUE;
}
// FIXME-PLATFORM: Update list when changed (WM_DISPLAYCHANGE?)
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui::GetPlatformData()->Monitors.resize(0);
ImGui::GetPlatformIO().Monitors.resize(0);
::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
}

@ -3386,7 +3386,7 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m
static void ImGui::UpdateViewports()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.PlatformData.Viewports.Size <= g.Viewports.Size);
IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
// Mouse handling: latch the expected mouse OS position (if any) before processing viewport erasure
ImGuiViewportP* viewport_ref = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
@ -3410,7 +3410,7 @@ static void ImGui::UpdateViewports()
if (viewport == g.MousePosViewport) g.MousePosViewport = NULL;
if (viewport == g.MouseHoveredPrevViewport) g.MouseHoveredPrevViewport = NULL;
IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
IM_ASSERT(g.PlatformData.Viewports.contains(viewport) == false);
IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
IM_DELETE(viewport);
n--;
continue;
@ -3516,11 +3516,6 @@ static void ImGui::UpdateViewports()
IM_ASSERT(g.MousePosViewport != NULL);
}
ImGuiPlatformData* ImGui::GetPlatformData()
{
return &GImGui->PlatformData;
}
void ImGui::UpdatePlatformWindows()
{
ImGuiContext& g = *GImGui;
@ -3611,11 +3606,11 @@ void ImGui::UpdatePlatformWindows()
// Custom renderers may prefer to not call this function at all, and instead iterate the platform data and handle rendering/sync themselves.
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
//
// ImGuiPlatformData* data = ImGui::GetPlatformData();
// for (int i = 1; i < data->Viewports.Size; i++)
// MyRenderFunction(data->Viewports[i], my_args);
// for (int i = 1; i < data->Viewports.Size; i++)
// MySwapBufferFunction(data->Viewports[i], my_args);
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MyRenderFunction(platform_io.Viewports[i], my_args);
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
//
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{
@ -3623,17 +3618,16 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render
return;
// Skip the main viewport (index 0), which is always fully handled by the application!
ImGuiPlatformData* data = ImGui::GetPlatformData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < data->Viewports.Size; i++)
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = data->Viewports[i];
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
}
for (int i = 1; i < data->Viewports.Size; i++)
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = data->Viewports[i];
ImGuiViewport* viewport = platform_io.Viewports[i];
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
}
@ -4497,8 +4491,8 @@ void ImGui::EndFrame()
}
// Update user-side viewport list
g.PlatformData.MainViewport = g.Viewports[0];
g.PlatformData.Viewports.resize(0);
g.PlatformIO.MainViewport = g.Viewports[0];
g.PlatformIO.Viewports.resize(0);
for (int i = 0; i < g.Viewports.Size; i++)
{
ImGuiViewportP* viewport = g.Viewports[i];
@ -4506,7 +4500,7 @@ void ImGui::EndFrame()
continue;
if (i > 0)
IM_ASSERT(viewport->Window != NULL);
g.PlatformData.Viewports.push_back(viewport);
g.PlatformIO.Viewports.push_back(viewport);
}
// Sort the window list so that all child windows are after their parent
@ -14182,12 +14176,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::ShowViewportThumbnails();
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
if (g.PlatformData.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformData.Monitors.Size))
if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size))
{
ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)");
for (int i = 0; i < g.PlatformData.Monitors.Size; i++)
for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
{
const ImGuiPlatformMonitor& mon = g.PlatformData.Monitors[i];
const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
ImGui::BulletText("Monitor #%d: Min (%.0f,%.0f) Max (%.0f,%.0f) Size (%.0f,%.0f)", i, mon.Pos.x, mon.Pos.y, mon.Pos.x + mon.Size.x, mon.Pos.y + mon.Size.y, mon.Size.x, mon.Size.y);
}
ImGui::TreePop();

@ -73,8 +73,7 @@ struct ImGuiSizeCallbackData; // Structure used to constraint window size
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends
struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render
struct ImGuiContext; // ImGui context (opaque)
#ifndef ImTextureID
@ -546,14 +545,13 @@ namespace ImGui
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// (Optional) Platform interface for multi-viewport support
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // Platform/Renderer function, for back-end to setup.
IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports.
IMGUI_API ImGuiViewport* GetMainViewport(); // == GetPlatformData()->MainViewport == GetPlatformData()->Viewports[0]
IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // Call in main loop. Will call RenderWindow/SwapBuffers platform functions for each secondary viewport. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // (Optional) Call DestroyWindow platform functions for all viewports. Call from back-end Shutdown() if you need to close platform windows before imgui shutdown. Otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
// (Optional) Platform/OS interface for multi-viewport support
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list.
IMGUI_API ImGuiViewport* GetMainViewport(); // shortcut to == GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport. may be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
// Memory Utilities
// All those functions are not reliant on the current context.
@ -1875,6 +1873,14 @@ struct ImFont
// - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
//-----------------------------------------------------------------------------
// (Optional) Represent the bounds of each connected monitor/display
// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors
struct ImGuiPlatformMonitor
{
ImVec2 Pos;
ImVec2 Size;
};
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled
// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
@ -1883,10 +1889,14 @@ struct ImFont
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
struct ImGuiPlatformIO
{
// Platform (e.g. Win32, GLFW, SDL2)
//------------------------------------------------------------------
// Input - Back-end interface/functions + Monitor List
//------------------------------------------------------------------
// Platform functions (e.g. Win32, GLFW, SDL2)
void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp);
void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so we have a chance to call SetWindowPos/Size/Title on them.
void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp);
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);
@ -1899,32 +1909,25 @@ struct ImGuiPlatformIO
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code
// Renderer (e.g. DirectX, OpenGL3, Vulkan)
// Renderer functions (e.g. DirectX, OpenGL3, Vulkan)
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // Create swap chains, frame buffers etc.
void (*Renderer_DestroyWindow)(ImGuiViewport* vp);
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // Resize swap chain, frame buffers etc.
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Clear targets, Render viewport->DrawData
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side)
};
struct ImGuiPlatformMonitor
{
ImVec2 Pos;
ImVec2 Size;
};
// List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
ImVector<ImGuiPlatformMonitor> Monitors;
// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
// FIXME: Merge into ImGuiPlatformIO
struct ImGuiPlatformData
{
// Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
//------------------------------------------------------------------
// Output - List of viewports to render into platform windows
//------------------------------------------------------------------
// Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
ImVector<ImGuiPlatformMonitor> Monitors;
// List of viewports (updated by ImGui::UpdatePlatformWindows() along when calling the Platform/Renderer functions)
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformData() { MainViewport = NULL; }
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends

@ -638,7 +638,6 @@ struct ImGuiContext
// Viewports
ImVector<ImGuiViewportP*> Viewports;
ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed)
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MousePosViewport;
ImGuiViewportP* MousePosPrevViewport;
@ -742,7 +741,6 @@ struct ImGuiContext
FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
memset(&PlatformIO, 0, sizeof(PlatformIO));
Time = 0.0f;
FrameCount = 0;

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