mirror of https://github.com/ocornut/imgui
Viewports: rework viewport's WorkOffset (positive top-left, negative top-right0 into WorkInset (positive everywhere). (#7823)
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139e99ca37
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cfd23957fb
13
imgui.cpp
13
imgui.cpp
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@ -15238,10 +15238,11 @@ static void ImGui::UpdateViewportsNewFrame()
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// Update/copy monitor info
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UpdateViewportPlatformMonitor(viewport);
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// Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
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viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
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viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
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viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
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// Lock down space taken by menu bars and status bars
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// Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
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viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
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viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
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viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
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viewport->UpdateWorkRect();
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// Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
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@ -21484,9 +21485,9 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
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if (open)
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{
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ImGuiWindowFlags flags = viewport->Flags;
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BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
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BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
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viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
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viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
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viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y,
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viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
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if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
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BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
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@ -1985,24 +1985,28 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPlatformPos;
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
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ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
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ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
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ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
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// Per-viewport work area
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// - Insets are >= 0.0f values, distance from viewport corners to work area.
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// - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents.
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ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect().
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ImVec2 WorkInsetMax; // "
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ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
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ImVec2 BuildWorkInsetMax; // "
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
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ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }
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ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }
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void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields
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ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
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ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y + inset_max.y)); }
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void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields
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// Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
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ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
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ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
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ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
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};
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//-----------------------------------------------------------------------------
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@ -8559,9 +8559,9 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
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// Report our size into work area (for next frame) using actual window size
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if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
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viewport->BuildWorkOffsetMin[axis] += axis_size;
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viewport->BuildWorkInsetMin[axis] += axis_size;
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else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
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viewport->BuildWorkOffsetMax[axis] -= axis_size;
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viewport->BuildWorkInsetMax[axis] += axis_size;
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}
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
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