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
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fda57f48d5
@ -40,6 +40,9 @@ 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_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL2_Init();
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@ -292,7 +292,7 @@ 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_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows (FIXME: Currently broken in DX12 back-end, need some work!)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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@ -81,6 +81,9 @@ 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_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
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@ -45,6 +45,7 @@
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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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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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// Data
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enum GlfwClientApi
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@ -505,8 +506,13 @@ static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* t
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static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
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{
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#if GLFW_HAS_FOCUS_WINDOW
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ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
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glfwFocusWindow(data->Window);
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#else
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// 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.
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(void)viewport;
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#endif
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}
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static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
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@ -8813,6 +8813,7 @@ static void ImGui::NavUpdateWindowing()
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// Apply final focus
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if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop))
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{
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ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
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g.NavDisableHighlight = false;
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g.NavDisableMouseHover = true;
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apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
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@ -8824,6 +8825,10 @@ static void ImGui::NavUpdateWindowing()
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// If the window only has a menu layer, select it directly
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if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
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g.NavLayer = 1;
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// Request OS level focus
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if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
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g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
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}
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if (apply_focus_window)
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g.NavWindowingTarget = NULL;
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