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https://github.com/ocornut/imgui.git
synced 2024-12-04 22:39:05 +08:00
Viewport: Fixed manual mouse resize to handle mouse viewport change, which will allow resizing a window while it changes viewport. Releasing manual resize may merge a window. Added ConvertViewportPosToViewportPos() helper. Renamed NewFrameUpdateMovingWindowDropViewport() to UpdateTryMergeWindowIntoHostViewport() and removed the now-unnecessary half of the function. + renaming (#1542)
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parent
6ac50634e3
commit
25f25d546d
68
imgui.cpp
68
imgui.cpp
@ -753,7 +753,6 @@ static void NavUpdateWindowing();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void NewFrameUpdateMovingWindow();
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static void NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window);
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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@ -761,9 +760,11 @@ static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHash("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
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static inline ImVec2 ConvertViewportPosToPlatformPos(const ImVec2& imgui_pos, ImGuiViewport* viewport) { return imgui_pos - viewport->Pos + viewport->PlatformPos; }
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static inline ImVec2 ConvertPlatformPosToViewportPos(const ImVec2& platform_pos, ImGuiViewport* viewport) { return platform_pos - viewport->PlatformPos + viewport->Pos; }
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static inline ImVec2 ConvertViewportPosToViewportPos(const ImVec2& imgui_pos, ImGuiViewport* viewport_src, ImGuiViewport* viewport_dst) { if (viewport_src == viewport_dst) return imgui_pos; return (imgui_pos - viewport_src->Pos + viewport_src->PlatformPos - viewport_dst->PlatformPos + viewport_dst->Pos); }
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static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& platform_pos, const ImVec2& size);
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static void UpdateViewports();
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static void UpdateSelectWindowViewport(ImGuiWindow* window);
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static void UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
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static void SetCurrentViewport(ImGuiViewportP* viewport);
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static void SetWindowViewportTranslateToPreservePlatformPos(ImGuiWindow* window, ImGuiViewportP* old_viewport, ImGuiViewportP* new_viewport);
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static void TranslateOrEraseViewports(int viewport_idx_min, int viewport_idx_max, float delta_x, int delta_idx, ImGuiViewport* viewport_to_erase);
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@ -1946,6 +1947,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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ScrollbarX = ScrollbarY = false;
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ViewportOwned = false;
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ViewportTryMerge = false;
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Active = WasActive = false;
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WriteAccessed = false;
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Collapsed = false;
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@ -3297,38 +3299,32 @@ static void ImGui::NavUpdate()
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#endif
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}
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static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
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static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport)
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{
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// On release we either drop window over an existing viewport or create a new one
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// (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position)
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ImGuiContext& g = *GImGui;
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if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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return;
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if (!(host_viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == host_viewport)
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return;
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ImRect mouse_viewport_rect = g.MouseRefViewport->GetRect();
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ImVec2 window_pos_in_mouse_viewport = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->Pos, window->Viewport), g.MouseRefViewport);
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ImRect window_rect_in_mouse_viewport = ImRect(window_pos_in_mouse_viewport, window_pos_in_mouse_viewport + window->Size);
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if ((g.MouseRefViewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && mouse_viewport_rect.Contains(window_rect_in_mouse_viewport))
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{
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// Drop on an existing viewport
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ImRect host_viewport_rect = host_viewport->GetRect();
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ImVec2 window_pos_in_host_viewport = ConvertViewportPosToViewportPos(window->Pos, window->Viewport, host_viewport);
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ImRect window_rect_in_host_viewport = ImRect(window_pos_in_host_viewport, window_pos_in_host_viewport + window->Size);
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if (!host_viewport_rect.Contains(window_rect_in_host_viewport))
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return;
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// Move to the existing viewport
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ImGuiViewportP* old_viewport = window->Viewport;
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, g.MouseRefViewport);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, host_viewport);
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// Move child/hosted windows as well (FIXME-OPT)
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if (window->ViewportOwned)
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{
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for (int n = 0; n < g.Windows.Size; n++)
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if (g.Windows[n]->Viewport == old_viewport)
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SetWindowViewportTranslateToPreservePlatformPos(g.Windows[n], old_viewport, g.MouseRefViewport);
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SetWindowViewportTranslateToPreservePlatformPos(g.Windows[n], old_viewport, host_viewport);
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window->ViewportOwned = false;
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}
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else
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{
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// Create/persist new viewport
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ImVec2 platform_pos = ConvertViewportPosToPlatformPos(window->Pos, window->Viewport);
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ImGuiViewportP* viewport = AddUpdateViewport(window, window->ID, 0, platform_pos, window->Size);
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IM_ASSERT(viewport == window->Viewport);
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SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
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}
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}
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static void ImGui::NewFrameUpdateMovingWindow()
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@ -3353,7 +3349,7 @@ static void ImGui::NewFrameUpdateMovingWindow()
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}
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else
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{
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NewFrameUpdateMovingWindowDropViewport(moving_window);
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UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseRefViewport);
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// Clear the NoInput flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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@ -3523,7 +3519,7 @@ static void ImGui::UpdateViewports()
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viewport_hovered = g.MouseHoveredLastViewport;
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if (viewport_hovered != NULL && viewport_hovered != g.MouseRefViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
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{
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g.IO.MousePos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(g.IO.MousePos, g.MouseRefViewport), viewport_hovered);
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g.IO.MousePos = ConvertViewportPosToViewportPos(g.IO.MousePos, g.MouseRefViewport, viewport_hovered);
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g.MouseRefViewport = viewport_hovered;
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}
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}
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@ -4575,7 +4571,7 @@ void ImGui::Render()
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for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_n];
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ImVec2 pos = (g.MouseRefViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MouseRefViewport), viewport);
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ImVec2 pos = (g.MouseRefViewport == viewport) ? main_pos : ConvertViewportPosToViewportPos(main_pos, g.MouseRefViewport, viewport);
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if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc)))
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{
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ImDrawList* draw_list = GetOverlayDrawList(viewport);
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@ -5918,13 +5914,13 @@ static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
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// Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
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// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
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IM_ASSERT(g.CurrentWindow == window);
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ImGuiWindow* parent_menu = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
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ImRect r_avoid;
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if (parent_menu->DC.MenuBarAppending)
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r_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
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if (parent_window->DC.MenuBarAppending)
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r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
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else
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r_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
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r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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@ -6138,7 +6134,7 @@ static void ImGui::SetWindowViewportTranslateToPreservePlatformPos(ImGuiWindow*
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{
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if (prev_viewport == curr_viewport)
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return;
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ImVec2 new_pos = ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(window->PosFloat, prev_viewport), curr_viewport);
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ImVec2 new_pos = ConvertViewportPosToViewportPos(window->PosFloat, prev_viewport, curr_viewport);
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if ((window->FlagsPreviousFrame ^ window->Flags) & ImGuiWindowFlags_NoTitleBar)
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{
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// As a convenience, automatically adjust for client rect difference for the common use case of toggling the imgui title-bar when we move our tools to a separate OS window
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@ -6158,7 +6154,6 @@ 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->ViewportOwned = false;
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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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@ -6166,9 +6161,17 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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{
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window->Viewport = main_viewport;
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window->ViewportId = main_viewport->ID;
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window->ViewportOwned = false;
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return;
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}
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if (window->ViewportOwned && window->ViewportTryMerge && g.ActiveId == 0)
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{
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UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
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window->ViewportTryMerge = false;
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}
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window->ViewportOwned = false;
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const bool window_is_mouse_tooltip = (flags & ImGuiWindowFlags_Tooltip) && g.NavDisableHighlight && !g.NavDisableMouseHover;
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const bool window_follow_mouse_viewport = window_is_mouse_tooltip || (g.MovingWindow && g.MovingWindow->RootWindow == window);
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@ -6318,7 +6321,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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{
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// Resize from any of the four corners
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
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ImVec2 corner_target = ConvertViewportPosToViewportPos(g.IO.MousePos, g.MouseRefViewport, window->Viewport) - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
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CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
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}
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if (resize_grip_n == 0 || held || hovered)
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@ -6370,9 +6373,11 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX)
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if (size_target.x != FLT_MAX && (size_target.x != window->SizeFull.x || size_target.y != window->SizeFull.y))
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{
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window->SizeFull = size_target;
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if (window->ViewportOwned)
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window->ViewportTryMerge = true;
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MarkIniSettingsDirty(window);
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}
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if (pos_target.x != FLT_MAX)
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@ -14297,6 +14302,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
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ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
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ImGui::Text("MousePosViewport: 0x%08X, Hovered: 0x%08X -> Ref 0x%08X", g.IO.MousePosViewport, g.IO.MouseHoveredViewport, g.MouseRefViewport->ID);
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ImGui::TreePop();
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}
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if (show_window_begin_order)
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@ -959,6 +959,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 ScrollbarSizes;
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bool ScrollbarX, ScrollbarY;
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bool ViewportOwned;
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bool ViewportTryMerge;
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bool Active; // Set to true on Begin(), unless Collapsed
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bool WasActive;
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bool WriteAccessed; // Set to true when any widget access the current window
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