Refactor: Move viewport code under other subsystem to simplify merging (3) (moving in multiple commits to make diff/patch behave nicely)
This commit is contained in:
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bdf60dac6a
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480
imgui.cpp
480
imgui.cpp
@ -7791,246 +7791,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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//-----------------------------------------------------------------------------
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// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
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static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindowFlags flags = window->Flags;
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window->ViewportAllowPlatformMonitorExtend = -1;
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// Restore main viewport if multi-viewport is not supported by the back-end
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ImGuiViewportP* main_viewport = g.Viewports[0];
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if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
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{
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SetWindowViewport(window, main_viewport);
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return;
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}
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window->ViewportOwned = false;
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// Appearing popups reset their viewport so they can inherit again
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if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
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{
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window->Viewport = NULL;
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window->ViewportId = 0;
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}
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if (!g.NextWindowData.ViewportCond)
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{
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// By default inherit from parent window
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if (window->Viewport == NULL && window->ParentWindow)
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window->Viewport = window->ParentWindow->Viewport;
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
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if (window->Viewport == NULL && window->ViewportId != 0)
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{
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window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
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if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
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window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
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}
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}
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if (g.NextWindowData.ViewportCond)
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{
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// Code explicitly request a viewport
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window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
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window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
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}
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else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
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{
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// Always inherit viewport from parent window
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window->Viewport = window->ParentWindow->Viewport;
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}
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else if (flags & ImGuiWindowFlags_Tooltip)
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{
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window->Viewport = g.MouseViewport;
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}
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else if (GetWindowAlwaysWantOwnViewport(window))
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{
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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{
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if (window->Viewport != NULL && window->Viewport->Window == window)
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else
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{
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// Merge into host viewport?
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// We cannot test window->ViewportOwned as it set lower in the function.
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bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0);
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if (try_to_merge_into_host_viewport)
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UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
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}
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// Fallback to default viewport
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if (window->Viewport == NULL)
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window->Viewport = main_viewport;
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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{
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// We need to take account of the possibility that mouse may become invalid.
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// Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
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ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
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bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
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bool mouse_valid = IsMousePosValid(&mouse_ref);
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if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid))
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
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else
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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}
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else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow))
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{
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// When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
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const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
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if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
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{
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// Steal/transfer ownership
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//IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, window->Name, window->Viewport->ID, window->Viewport->Window->Name);
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window->Viewport->Window = window;
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window->Viewport->ID = window->ID;
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window->Viewport->LastNameHash = 0;
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}
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else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge?
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{
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// New viewport
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
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}
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}
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// Regular (non-child, non-popup) windows by default are also allowed to protrude
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// Child windows are kept contained within their parent.
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else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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// Update flags
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window->ViewportOwned = (window == window->Viewport->Window);
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window->ViewportId = window->Viewport->ID;
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// If the OS window has a title bar, hide our imgui title bar
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//if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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// window->Flags |= ImGuiWindowFlags_NoTitleBar;
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}
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// Called by user at the end of the main loop, after EndFrame()
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// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
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void ImGui::UpdatePlatformWindows()
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
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IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
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g.FrameCountPlatformEnded = g.FrameCount;
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if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
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return;
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// Create/resize/destroy platform windows to match each active viewport.
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// Skip the main viewport (index 0), which is always fully handled by the application!
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for (int i = 1; i < g.Viewports.Size; i++)
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{
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ImGuiViewportP* viewport = g.Viewports[i];
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// Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window (the implicit/fallback Debug window will be registered its viewport then be disabled)
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bool destroy_platform_window = false;
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destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
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destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
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if (destroy_platform_window)
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{
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DestroyPlatformWindow(viewport);
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continue;
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}
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// New windows that appears directly in a new viewport won't always have a size on their first frame
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if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
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continue;
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// Create window
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bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
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if (is_new_platform_window)
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{
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//IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
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g.PlatformIO.Platform_CreateWindow(viewport);
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if (g.PlatformIO.Renderer_CreateWindow != NULL)
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g.PlatformIO.Renderer_CreateWindow(viewport);
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viewport->LastNameHash = 0;
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viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
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viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
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viewport->PlatformWindowCreated = true;
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}
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// Apply Position and Size (from ImGui to Platform/Renderer back-ends)
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if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
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g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
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if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
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g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
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if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
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g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
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viewport->LastPlatformPos = viewport->Pos;
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viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
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// Update title bar (if it changed)
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if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
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{
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const char* title_begin = window_for_title->Name;
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char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
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const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
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if (viewport->LastNameHash != title_hash)
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{
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char title_end_backup_c = *title_end;
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*title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
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g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
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*title_end = title_end_backup_c;
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viewport->LastNameHash = title_hash;
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}
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}
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// Update alpha (if it changed)
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if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
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g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
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viewport->LastAlpha = viewport->Alpha;
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// Optional, general purpose call to allow the back-end to perform general book-keeping even if things haven't changed.
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if (g.PlatformIO.Platform_UpdateWindow)
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g.PlatformIO.Platform_UpdateWindow(viewport);
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if (is_new_platform_window)
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{
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// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
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if (g.FrameCount < 3)
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viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
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// Show window
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g.PlatformIO.Platform_ShowWindow(viewport);
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// Even without focus, we assume the window becomes front-most.
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// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
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if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
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}
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// Clear request flags
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viewport->ClearRequestFlags();
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}
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// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
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// When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
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if (g.PlatformIO.Platform_GetWindowFocus != NULL)
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{
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ImGuiViewportP* focused_viewport = NULL;
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for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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if (n == 0 || viewport->PlatformWindowCreated)
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if (g.PlatformIO.Platform_GetWindowFocus(viewport))
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focused_viewport = viewport;
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}
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if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
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{
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if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
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focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
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g.PlatformLastFocusedViewport = focused_viewport->ID;
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}
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}
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}
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// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
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// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
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// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
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@ -10613,6 +10373,246 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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return viewport;
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}
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// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
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static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindowFlags flags = window->Flags;
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window->ViewportAllowPlatformMonitorExtend = -1;
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// Restore main viewport if multi-viewport is not supported by the back-end
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ImGuiViewportP* main_viewport = g.Viewports[0];
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if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
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{
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SetWindowViewport(window, main_viewport);
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return;
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}
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window->ViewportOwned = false;
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// Appearing popups reset their viewport so they can inherit again
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if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
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{
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window->Viewport = NULL;
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window->ViewportId = 0;
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}
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if (!g.NextWindowData.ViewportCond)
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{
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// By default inherit from parent window
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if (window->Viewport == NULL && window->ParentWindow)
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window->Viewport = window->ParentWindow->Viewport;
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// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
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if (window->Viewport == NULL && window->ViewportId != 0)
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{
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window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
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if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
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window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
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}
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}
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if (g.NextWindowData.ViewportCond)
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{
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// Code explicitly request a viewport
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window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
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window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
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}
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else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
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{
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// Always inherit viewport from parent window
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window->Viewport = window->ParentWindow->Viewport;
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}
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else if (flags & ImGuiWindowFlags_Tooltip)
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{
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window->Viewport = g.MouseViewport;
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}
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else if (GetWindowAlwaysWantOwnViewport(window))
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{
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid())
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{
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if (window->Viewport != NULL && window->Viewport->Window == window)
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else
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{
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// Merge into host viewport?
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// We cannot test window->ViewportOwned as it set lower in the function.
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bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0);
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if (try_to_merge_into_host_viewport)
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UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
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}
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// Fallback to default viewport
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if (window->Viewport == NULL)
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window->Viewport = main_viewport;
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// Mark window as allowed to protrude outside of its viewport and into the current monitor
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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{
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// We need to take account of the possibility that mouse may become invalid.
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// Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
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ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
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bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
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bool mouse_valid = IsMousePosValid(&mouse_ref);
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if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid))
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window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
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else
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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}
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else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow))
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{
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// When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
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const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
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if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
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{
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// Steal/transfer ownership
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//IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, window->Name, window->Viewport->ID, window->Viewport->Window->Name);
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window->Viewport->Window = window;
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window->Viewport->ID = window->ID;
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window->Viewport->LastNameHash = 0;
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}
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else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge?
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{
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// New viewport
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
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}
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}
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// Regular (non-child, non-popup) windows by default are also allowed to protrude
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// Child windows are kept contained within their parent.
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else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
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window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
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// Update flags
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window->ViewportOwned = (window == window->Viewport->Window);
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window->ViewportId = window->Viewport->ID;
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// If the OS window has a title bar, hide our imgui title bar
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//if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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// window->Flags |= ImGuiWindowFlags_NoTitleBar;
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}
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// Called by user at the end of the main loop, after EndFrame()
|
||||
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
|
||||
void ImGui::UpdatePlatformWindows()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
|
||||
IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
|
||||
g.FrameCountPlatformEnded = g.FrameCount;
|
||||
if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
|
||||
return;
|
||||
|
||||
// Create/resize/destroy platform windows to match each active viewport.
|
||||
// Skip the main viewport (index 0), which is always fully handled by the application!
|
||||
for (int i = 1; i < g.Viewports.Size; i++)
|
||||
{
|
||||
ImGuiViewportP* viewport = g.Viewports[i];
|
||||
|
||||
// Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window (the implicit/fallback Debug window will be registered its viewport then be disabled)
|
||||
bool destroy_platform_window = false;
|
||||
destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
|
||||
destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
|
||||
if (destroy_platform_window)
|
||||
{
|
||||
DestroyPlatformWindow(viewport);
|
||||
continue;
|
||||
}
|
||||
|
||||
// New windows that appears directly in a new viewport won't always have a size on their first frame
|
||||
if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
|
||||
continue;
|
||||
|
||||
// Create window
|
||||
bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
|
||||
if (is_new_platform_window)
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
|
||||
g.PlatformIO.Platform_CreateWindow(viewport);
|
||||
if (g.PlatformIO.Renderer_CreateWindow != NULL)
|
||||
g.PlatformIO.Renderer_CreateWindow(viewport);
|
||||
viewport->LastNameHash = 0;
|
||||
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
|
||||
viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
|
||||
viewport->PlatformWindowCreated = true;
|
||||
}
|
||||
|
||||
// Apply Position and Size (from ImGui to Platform/Renderer back-ends)
|
||||
if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
|
||||
g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
|
||||
if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
|
||||
g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
|
||||
if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
|
||||
g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
|
||||
viewport->LastPlatformPos = viewport->Pos;
|
||||
viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
|
||||
|
||||
// Update title bar (if it changed)
|
||||
if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
|
||||
{
|
||||
const char* title_begin = window_for_title->Name;
|
||||
char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
|
||||
const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
|
||||
if (viewport->LastNameHash != title_hash)
|
||||
{
|
||||
char title_end_backup_c = *title_end;
|
||||
*title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
|
||||
g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
|
||||
*title_end = title_end_backup_c;
|
||||
viewport->LastNameHash = title_hash;
|
||||
}
|
||||
}
|
||||
|
||||
// Update alpha (if it changed)
|
||||
if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
|
||||
g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
|
||||
viewport->LastAlpha = viewport->Alpha;
|
||||
|
||||
// Optional, general purpose call to allow the back-end to perform general book-keeping even if things haven't changed.
|
||||
if (g.PlatformIO.Platform_UpdateWindow)
|
||||
g.PlatformIO.Platform_UpdateWindow(viewport);
|
||||
|
||||
if (is_new_platform_window)
|
||||
{
|
||||
// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
|
||||
if (g.FrameCount < 3)
|
||||
viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
|
||||
|
||||
// Show window
|
||||
g.PlatformIO.Platform_ShowWindow(viewport);
|
||||
|
||||
// Even without focus, we assume the window becomes front-most.
|
||||
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
|
||||
if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
|
||||
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
|
||||
}
|
||||
|
||||
// Clear request flags
|
||||
viewport->ClearRequestFlags();
|
||||
}
|
||||
|
||||
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
|
||||
// When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
|
||||
if (g.PlatformIO.Platform_GetWindowFocus != NULL)
|
||||
{
|
||||
ImGuiViewportP* focused_viewport = NULL;
|
||||
for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
|
||||
{
|
||||
ImGuiViewportP* viewport = g.Viewports[n];
|
||||
if (n == 0 || viewport->PlatformWindowCreated)
|
||||
if (g.PlatformIO.Platform_GetWindowFocus(viewport))
|
||||
focused_viewport = viewport;
|
||||
}
|
||||
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
|
||||
{
|
||||
if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
|
||||
focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
|
||||
g.PlatformLastFocusedViewport = focused_viewport->ID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] DOCKING
|
||||
|
Loading…
Reference in New Issue
Block a user