Merge branch 'viewport' into docking

# Conflicts:
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
docking
omar 6 years ago
commit fda57f48d5

@ -40,6 +40,9 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();

@ -292,7 +292,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows (FIXME: Currently broken in DX12 back-end, need some work!)
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;

@ -81,6 +81,9 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);

@ -45,6 +45,7 @@
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
// Data
enum GlfwClientApi
@ -505,8 +506,13 @@ static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* t
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
glfwFocusWindow(data->Window);
#else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)

@ -8813,6 +8813,7 @@ static void ImGui::NavUpdateWindowing()
// Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop))
{
ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
@ -8824,6 +8825,10 @@ static void ImGui::NavUpdateWindowing()
// If the window only has a menu layer, select it directly
if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
g.NavLayer = 1;
// Request OS level focus
if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
}
if (apply_focus_window)
g.NavWindowingTarget = NULL;

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