Viewports: Add various comments

docking
omar 5 years ago
parent 7e068da2bd
commit f1b5c742ff

@ -544,6 +544,7 @@ void ImGui_ImplDX10_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataDx10 struct ImGuiViewportDataDx10
{ {
IDXGISwapChain* SwapChain; IDXGISwapChain* SwapChain;

@ -560,6 +560,7 @@ void ImGui_ImplDX11_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataDx11 struct ImGuiViewportDataDx11
{ {
IDXGISwapChain* SwapChain; IDXGISwapChain* SwapChain;

@ -66,6 +66,7 @@ struct FrameContext
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
}; };
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataDx12 struct ImGuiViewportDataDx12
{ {
ID3D12CommandQueue* CommandQueue; ID3D12CommandQueue* CommandQueue;

@ -310,6 +310,7 @@ void ImGui_ImplDX9_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataDx9 struct ImGuiViewportDataDx9
{ {
IDirect3DSwapChain9* SwapChain; IDirect3DSwapChain9* SwapChain;

@ -428,6 +428,7 @@ void ImGui_ImplGlfw_NewFrame()
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataGlfw struct ImGuiViewportDataGlfw
{ {
GLFWwindow* Window; GLFWwindow* Window;
@ -496,7 +497,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
#endif #endif
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install callbacks for secondary viewports // Install GLFW callbacks for secondary viewports
glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback); glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback); glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
@ -529,7 +530,8 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
viewport->PlatformUserData = viewport->PlatformHandle = NULL; viewport->PlatformUserData = viewport->PlatformHandle = NULL;
} }
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED #if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
static WNDPROC g_GlfwWndProc = NULL; static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
@ -733,7 +735,6 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
} }
#endif // GLFW_HAS_VULKAN #endif // GLFW_HAS_VULKAN
// FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
static void ImGui_ImplGlfw_UpdateMonitors() static void ImGui_ImplGlfw_UpdateMonitors()
{ {
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
@ -805,6 +806,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Register main window handle (which is owned by the main application, not by us) // Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
data->Window = g_Window; data->Window = g_Window;

@ -432,6 +432,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataSDL2 struct ImGuiViewportDataSDL2
{ {
SDL_Window* Window; SDL_Window* Window;
@ -685,6 +686,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
ImGui_ImplSDL2_UpdateMonitors(); ImGui_ImplSDL2_UpdateMonitors();
// Register main window handle (which is owned by the main application, not by us) // Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
data->Window = window; data->Window = window;

@ -70,7 +70,8 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
}; };
// For multi-viewport support // For multi-viewport support:
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataVulkan struct ImGuiViewportDataVulkan
{ {
bool WindowOwned; bool WindowOwned;

@ -511,6 +511,7 @@ static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataWin32 struct ImGuiViewportDataWin32
{ {
HWND Hwnd; HWND Hwnd;
@ -831,6 +832,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
#endif #endif
// Register main window handle (which is owned by the main application, not by us) // Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
data->Hwnd = g_hWnd; data->Hwnd = g_hWnd;

@ -3326,7 +3326,7 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist
{ {
// Create the draw list on demand, because they are not frequently used for all viewports // Create the draw list on demand, because they are not frequently used for all viewports
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(drawlist_no >= 0 && drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
if (draw_list == NULL) if (draw_list == NULL)
{ {

@ -1159,7 +1159,7 @@ enum ImGuiCol_
ImGuiCol_TabActive, ImGuiCol_TabActive,
ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive, ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview, ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines, ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered, ImGuiCol_PlotLinesHovered,
@ -2463,8 +2463,8 @@ struct ImGuiViewport
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows. ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.) void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context) void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)

Loading…
Cancel
Save