Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport support with Metal backend.
Fixes #5392 + alignment fixes and removed static_cast<> + Amended with fix.
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e135cdbc24
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@ -71,11 +71,17 @@
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
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#endif
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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@ -538,6 +544,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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main_viewport->PlatformHandle = (void*)bd->Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
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#elif defined(__APPLE__)
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main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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@ -877,6 +885,8 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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viewport->PlatformHandle = (void*)vd->Window;
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#ifdef _WIN32
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viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
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#elif defined(__APPLE__)
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viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
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#endif
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glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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@ -75,16 +75,16 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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struct ImGui_ImplMetal_Data
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{
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MetalContext* SharedMetalContext;
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MetalContext* SharedMetalContext;
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ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
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};
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
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static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
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static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
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#ifdef IMGUI_IMPL_METAL_CPP
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@ -462,7 +462,7 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
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}
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data->FirstFrame = false;
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viewport->DpiScale = static_cast<float>(window.backingScaleFactor);
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viewport->DpiScale = (float)window.backingScaleFactor;
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if (data->MetalLayer.contentsScale != viewport->DpiScale)
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{
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data->MetalLayer.contentsScale = viewport->DpiScale;
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@ -63,23 +63,23 @@
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// Data
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struct ImGui_ImplOSX_Data
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{
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CFTimeInterval Time;
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NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
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bool MouseCursorHidden;
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ImGuiObserver* Observer;
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KeyEventResponder* KeyEventResponder;
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NSTextInputContext* InputContext;
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id Monitor;
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NSWindow* Window;
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CFTimeInterval Time;
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NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
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bool MouseCursorHidden;
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ImGuiObserver* Observer;
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KeyEventResponder* KeyEventResponder;
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NSTextInputContext* InputContext;
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id Monitor;
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NSWindow* Window;
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ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
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};
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static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
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static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
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static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
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static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
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// Forward Declarations
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static void ImGui_ImplOSX_InitPlatformInterface();
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@ -408,12 +408,16 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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#ifdef _WIN32
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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{
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
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#elif defined(__APPLE__)
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main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
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#endif
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}
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// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
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// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
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@ -639,6 +643,8 @@ static void ImGui_ImplSDL2_UpdateMonitors()
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monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
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#endif
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#if SDL_HAS_PER_MONITOR_DPI
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// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
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// DpiScale to cocoa_window.backingScaleFactor here.
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float dpi = 0.0f;
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if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
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monitor.DpiScale = dpi / 96.0f;
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@ -748,12 +754,16 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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SDL_GL_MakeCurrent(vd->Window, backup_context);
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viewport->PlatformHandle = (void*)vd->Window;
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#if defined(_WIN32)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(vd->Window, &info))
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{
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#if defined(_WIN32)
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viewport->PlatformHandleRaw = info.info.win.window;
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#elif defined(__APPLE__)
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viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
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#endif
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}
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}
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static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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@ -233,8 +233,9 @@ Docking+Viewports Branch:
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- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize
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when multi-viewports are disabled. (#4900)
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- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups]
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- Backends: OSX: Added suppot for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
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- Backends: Metal: Added suppot for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
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- Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
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- Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
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- Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups]
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-----------------------------------------------------------------------
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@ -29,11 +29,21 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -64,7 +74,7 @@ int main(int, char**)
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id <MTLCommandQueue> commandQueue = [device newCommandQueue];
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplGlfw_InitForOther(window, true);
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ImGui_ImplMetal_Init(device);
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NSWindow *nswin = glfwGetCocoaWindow(window);
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@ -152,6 +162,13 @@ int main(int, char**)
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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@ -20,11 +20,21 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -160,6 +170,13 @@ int main(int, char**)
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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