Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept)

Use GetMainViewport() if stuck.
This commit is contained in:
ocornut 2021-02-05 16:00:17 +01:00
parent 22d9a61b33
commit fa55b0cb60
4 changed files with 14 additions and 12 deletions

View File

@ -76,7 +76,10 @@ Other changes:
(FIXME: This need a fuller explanation!)
- Added ImGuiPlatformIO structure and GetPlatformIO().
Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports.
- Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports.
- Backend sets functions in ImGuiPlatformIO to manipulate platform windows.
- ImGuiPlatformIO::Monitors is a list of platform monitors (input from backend)
- ImGuiPlatformIO::Viewports is a list of viewports (output from dear imgui)
- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
- Added GetMainViewport().
- Added GetWindowViewport(), SetNextWindowViewport().
@ -88,7 +91,7 @@ Other changes:
- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
- Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options.
- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
- Added io.MainViewport, io.Viewports, io.MouseHoveredViewport (MouseHoveredViewport is optional _even_ for multi-viewport support).
- Added io.MouseHoveredViewport (optional _even_ for multi-viewport support, tied to ImGuiBackendFlags_HasMouseHoveredViewport flag).
- Added ImGuiViewport structure, ImGuiViewportFlags flags.
- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.

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@ -4220,7 +4220,6 @@ void ImGui::Initialize(ImGuiContext* context)
viewport->Idx = 0;
viewport->PlatformWindowCreated = true;
g.Viewports.push_back(viewport);
g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame)
g.PlatformIO.Viewports.push_back(g.Viewports[0]);
// Extensions
@ -6413,7 +6412,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->Viewport->PlatformMonitor == -1)
{
// Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport
SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
ImGuiViewport* main_viewport = GetMainViewport();
SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
}
else
{
@ -11260,13 +11260,14 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
return true;
}
// FIXME: handle 0 to N host viewports
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
}
// Translate imgui windows when a Host Viewport has been moved
// Translate Dear ImGui windows when a Host Viewport has been moved
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
{
@ -11502,7 +11503,6 @@ static void ImGui::UpdateViewportsNewFrame()
static void ImGui::UpdateViewportsEndFrame()
{
ImGuiContext& g = *GImGui;
g.PlatformIO.MainViewport = g.Viewports[0];
g.PlatformIO.Viewports.resize(0);
for (int i = 0; i < g.Viewports.Size; i++)
{
@ -11589,7 +11589,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
window->ViewportAllowPlatformMonitorExtend = -1;
// Restore main viewport if multi-viewport is not supported by the backend
ImGuiViewportP* main_viewport = g.Viewports[0];
ImGuiViewportP* main_viewport = (ImGuiViewportP*)GetMainViewport();
if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
{
SetWindowViewport(window, main_viewport);

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@ -894,7 +894,7 @@ namespace ImGui
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
IMGUI_API ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. In the future in "no main platform window" mode we will direct this to primary monitor.
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
@ -2930,7 +2930,6 @@ struct ImGuiPlatformIO
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
@ -2973,8 +2972,8 @@ struct ImGuiViewport
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!)
ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
float DpiScale; // 1.0f = 96 DPI = No extra scale.
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 backend to setup a parent/child relationship between platform windows.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
@ -2988,7 +2987,7 @@ struct ImGuiViewport
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; }
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Access work-area rectangle with GetWorkXXX functions (see comments above)

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@ -6575,7 +6575,7 @@ void ImGui::EndMenuBar()
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = g.Viewports[0];
ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.