Viewport: Tracking current viewport we are appending to + added callback in PlatformInterface for DPI purpose (WIP). (#1542)

docking
omar 7 years ago
parent c4a158656e
commit 8e3274e137

@ -745,6 +745,7 @@ static inline ImVec2 ConvertViewportPosToOsDesktopPos(const ImVec2& imgui_pos
static inline ImVec2 ConvertOsDesktopPosToViewportPos(const ImVec2& os_pos, ImGuiViewport* viewport) { return os_pos - viewport->PlatformOsDesktopPos + viewport->Pos; }
static void UpdateViewports();
static void UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set_by_api);
static void SetCurrentViewport(ImGuiViewport* viewport);
static void SetWindowViewportTranslateToPreservePlatformPos(ImGuiWindow* window, ImGuiViewport* old_viewport, ImGuiViewport* new_viewport);
static void ResizeViewport(ImGuiViewport* viewport, const ImVec2& size);
static void ResizeViewportTranslateWindows(int viewport_idx_min, int viewport_idx_max, float pos_x_delta, int idx_delta, ImGuiViewport* viewport_to_erase);
@ -893,6 +894,9 @@ ImGuiIO::ImGuiIO()
ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
ImeWindowHandle = NULL;
memset(&PlatformInterface, 0, sizeof(PlatformInterface));
memset(&RendererInterface, 0, sizeof(RendererInterface));
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
RenderDrawListsFn = NULL;
#endif
@ -3347,6 +3351,7 @@ static void ImGui::UpdateViewports()
ImGuiViewport* viewport_ref = g.IO.MousePosViewport ? FindViewportByID(g.IO.MousePosViewport) : g.Viewports[0];
const ImVec2 mouse_os_pos = ConvertViewportPosToOsDesktopPos(g.IO.MousePos, viewport_ref);
g.CurrentViewport = NULL;
for (int n = 1; n < g.Viewports.Size; n++)
{
// Erase unused viewports
@ -3953,7 +3958,7 @@ void ImGui::Shutdown(ImGuiContext* context)
g.FontStack.clear();
g.OpenPopupStack.clear();
g.CurrentPopupStack.clear();
g.MouseViewport = g.MouseLastHoveredViewport = NULL;
g.CurrentViewport = g.MouseViewport = g.MouseLastViewport = g.MouseLastHoveredViewport = NULL;
DestroyViewportsPlaformData(context);
DestroyViewportsRendererData(context);
for (int i = 0; i < g.Viewports.Size; i++)
@ -4283,6 +4288,8 @@ void ImGui::EndFrame()
g.CurrentWindow->Active = false;
End();
SetCurrentViewport(NULL);
if (g.ActiveId == 0 && g.HoveredId == 0)
{
if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
@ -4465,6 +4472,7 @@ static void ImGui::ResizeViewportTranslateWindows(int viewport_idx_min, int view
{
ImGuiContext& g = *GImGui;
IM_ASSERT(pos_x_delta != 0.0f || idx_delta != 0);
IM_ASSERT(g.CurrentViewport == NULL); // We only resize at the beginning of the frame
for (int n = 0; n < g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
@ -4486,14 +4494,9 @@ static void ImGui::ResizeViewportTranslateWindows(int viewport_idx_min, int view
static void ImGui::ResizeViewport(ImGuiViewport* viewport, const ImVec2& size)
{
ImGuiContext& g = *GImGui;
if (viewport->Size.x != size.x || viewport->Size.y != size.y)
{
// We defer translating windows to the beginning of the frame.
// Our viewport system already works with fully overlapped viewports, it's only certain user interactions that don't and they can't be performed while resizing.
viewport->Size = size;
//if (viewport->Idx + 1 < g.Viewports.Size) // If this isn't the last viewport, translate following viewports
// ResizeViewportTranslateWindows(viewport->Idx + 1, g.Viewports.Size, viewport->GetNextX() - g.Viewports[viewport->Idx + 1]->Pos.x, 0, NULL);
}
// We defer translating windows to the beginning of the frame.
// Our viewport system already works with fully overlapped viewports, it's only certain user interactions that don't and they can't be performed while resizing.
viewport->Size = size;
if (viewport == g.Viewports[0])
{
g.IO.DisplayPos = viewport->Pos;
@ -4501,6 +4504,18 @@ static void ImGui::ResizeViewport(ImGuiViewport* viewport, const ImVec2& size)
}
}
void ImGui::SetCurrentViewport(ImGuiViewport* viewport)
{
ImGuiContext& g = *GImGui;
if (g.CurrentViewport == viewport)
return;
if (g.CurrentViewport && g.IO.PlatformInterface.EndViewport)
g.IO.PlatformInterface.EndViewport(g.CurrentViewport);
g.CurrentViewport = viewport;
if (g.CurrentViewport && g.IO.PlatformInterface.BeginViewport)
g.IO.PlatformInterface.BeginViewport(g.CurrentViewport);
}
ImGuiViewport* ImGui::Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
{
ImGuiContext& g = *GImGui;
@ -6318,6 +6333,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// VIEWPORT
UpdateWindowViewport(window, window_pos_set_by_api);
SetCurrentViewport(window->Viewport);
flags = window->Flags;
if (p_open != NULL && window->Viewport->PlatformRequestClose && !(window->Viewport->Flags & ImGuiViewportFlags_MainViewport))
{

@ -958,6 +958,10 @@ struct ImGuiPlatformInterface
void (*SetWindowAlpha)(ImGuiViewport* viewport, float alpha);
void (*RenderViewport)(ImGuiViewport* viewport);
void (*SwapBuffers)(ImGuiViewport* viewport);
// FIXME-DPI
void (*BeginViewport)(ImGuiViewport* viewport); // (Optional) Called during Begin() every time the viewport we are outputting into changes (viewport = next viewport)
void (*EndViewport)(ImGuiViewport* viewport); // (Optional) Called during Begin() every time the viewport we are outputting into changes (viewport = previous viewport)
};
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableMultiViewport) is enabled
@ -966,9 +970,8 @@ struct ImGuiRendererInterface
void (*CreateViewport)(ImGuiViewport* viewport);
void (*DestroyViewport)(ImGuiViewport* viewport);
void (*ResizeViewport)(ImGuiViewport* viewport, int w, int h);
void (*RenderViewport)(ImGuiViewport* viewport); // Setup render output, clear targets, call Renderer_RenderDrawData
void (*RenderDrawData)(ImDrawData* draw_data); // Render a ImDrawList (collection of ImDrawList) for the area covering (io.DisplayPos) to (io.DisplayPos + io.DisplaySize)
void (*SwapBuffers)(ImGuiViewport* viewport); // Call Present/SwapBuffers
void (*RenderViewport)(ImGuiViewport* viewport); // Setup render output, clear targets, call Renderer_RenderDrawData
void (*SwapBuffers)(ImGuiViewport* viewport); // Call Present/SwapBuffers
};
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().

@ -654,6 +654,7 @@ struct ImGuiContext
// Viewports
ImVector<ImGuiViewport*>Viewports;
ImGuiViewport* CurrentViewport;
ImGuiViewport* MouseViewport;
ImGuiViewport* MouseLastViewport;
ImGuiViewport* MouseLastHoveredViewport;
@ -783,6 +784,7 @@ struct ImGuiContext
NextTreeNodeOpenVal = false;
NextTreeNodeOpenCond = 0;
CurrentViewport = NULL;
MouseViewport = NULL;
MouseLastViewport = MouseLastHoveredViewport = NULL;

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