Viewport: Coupling non-main viewport to one window. Viewport name derived from the window. Added ImGuiConfigFlags_PlatformNoTaskBar, off by default (aka re-established task-bars by default for now). (#1542)

This commit is contained in:
omar 2018-03-08 20:10:40 +01:00
parent aa3fe81c87
commit 4d46383100
12 changed files with 55 additions and 30 deletions

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@ -116,6 +116,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -139,6 +139,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -317,7 +317,6 @@ static void ImGui_ImplGlfw_CreateViewport(ImGuiViewport* viewport)
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
data->WindowOwned = true;
viewport->PlatformHandle = (void*)data->Window;
viewport->Name = NULL;
ImGui_ImplGlfw_InstallCallbacks(data->Window);
}
@ -358,7 +357,8 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = glfwGetWin32Window(data->Window);
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;

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@ -316,7 +316,8 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;

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@ -291,15 +291,18 @@ static void ImGui_ImplWin32_CreateViewport(ImGuiViewport* viewport)
ImGuiPlatformDataWin32* data = IM_NEW(ImGuiPlatformDataWin32)();
viewport->PlatformUserData = data;
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
ImGuiIO& io = ImGui::GetIO();
bool no_decoration = (viewport->Flags & ImGuiViewportFlags_NoDecoration) != 0;
bool no_task_bar = (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar) != 0;
if (no_decoration)
{
data->DwStyle = WS_POPUP;
data->DwExStyle = 0;
data->DwExStyle = no_task_bar ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
}
else
{
data->DwStyle = WS_OVERLAPPEDWINDOW;
data->DwExStyle = WS_EX_TOOLWINDOW;
data->DwExStyle = no_task_bar ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
}
// Create window

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@ -36,6 +36,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls

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@ -38,6 +38,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplSDL2_Init(window, gl_context);

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@ -345,6 +345,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplVulkan_InitInfo init_info = {};

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@ -354,6 +354,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplVulkan_InitInfo init_info = {};

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@ -3269,7 +3269,7 @@ static void ImGui::UpdateMovingWindowDropViewport(ImGuiWindow* window)
{
// Create new viewport
ImVec2 os_pos = ConvertViewportPosToOsDesktopPos(window->Pos, window->Viewport);
ImGuiViewport* viewport = Viewport(window->ID, 0, os_pos, window->Size);
ImGuiViewport* viewport = Viewport(window, window->ID, 0, os_pos, window->Size);
SetWindowViewportTranslateToPreservePlatformPos(window, window->Viewport, viewport);
}
}
@ -3388,7 +3388,7 @@ static void ImGui::UpdateViewports()
ImVec2 main_viewport_os_desktop_pos = ImVec2(0.0f, 0.0f);
if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
main_viewport_os_desktop_pos = g.IO.PlatformInterface.GetWindowPos(main_viewport);
Viewport(IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_os_desktop_pos, g.IO.DisplaySize);
Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_MainViewport | ImGuiViewportFlags_HostOtherWindows, main_viewport_os_desktop_pos, g.IO.DisplaySize);
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
{
@ -3454,6 +3454,7 @@ static void UpdatePlatformWindows()
ImGuiViewport* viewport = g.Viewports[i];
if ((viewport->Flags & ImGuiViewportFlags_MainViewport) || (viewport->LastFrameActive < g.FrameCount))
continue;
IM_ASSERT(viewport->Window != NULL);
viewport->PlatformRequestClose = false;
// FIXME-PLATFORM
@ -3466,13 +3467,17 @@ static void UpdatePlatformWindows()
g.IO.PlatformInterface.SetWindowPos(viewport, viewport->PlatformOsDesktopPos);
g.IO.PlatformInterface.SetWindowSize(viewport, viewport->Size);
char name[20];
sprintf(name, "Viewport_%08X", viewport->ID);
if (viewport->Name == NULL || strcmp(viewport->Name, name) != 0)
// Update title bar
const char* title_begin = viewport->Window->Name;
const char* title_end = ImGui::FindRenderedTextEnd(title_begin);
const ImGuiID title_hash = ImHash(title_begin, (int)(title_end - title_begin));
if (viewport->LastNameHash != title_hash )
{
g.IO.PlatformInterface.SetWindowTitle(viewport, name);
ImGui::MemFree(viewport->Name);
viewport->Name = ImStrdup(name);
viewport->LastNameHash = title_hash;
char* title_displayed = ImStrdup(viewport->Window->Name);
title_displayed[title_end - title_begin] = 0;
g.IO.PlatformInterface.SetWindowTitle(viewport, title_displayed);
ImGui::MemFree(title_displayed);
}
if (is_new_window)
@ -4512,7 +4517,7 @@ void ImGui::SetCurrentViewport(ImGuiViewport* viewport)
g.IO.PlatformInterface.BeginViewport(g.CurrentViewport);
}
ImGuiViewport* ImGui::Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
ImGuiViewport* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
@ -4532,6 +4537,7 @@ ImGuiViewport* ImGui::Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec
}
IM_ASSERT(viewport->Pos.y == 0.0f);
viewport->Window = window;
viewport->Flags = flags;
viewport->PlatformOsDesktopPos = os_desktop_pos;
viewport->LastFrameActive = g.FrameCount;
@ -5940,8 +5946,8 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
{
// Create an undecorated, temporary OS/platform window
ImVec2 os_desktop_pos = ConvertViewportPosToOsDesktopPos(g.IO.MousePos - g.ActiveIdClickOffset, g.MouseViewport);
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
ImGuiViewport* viewport = Viewport(window->ID, viewport_flags, os_desktop_pos, window->Size);
ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs;
ImGuiViewport* viewport = Viewport(window, window->ID, viewport_flags, os_desktop_pos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
window->Viewport = viewport;
created_viewport = true;
@ -5980,7 +5986,7 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
{
if (window->ViewportOsDesktopPos.x != FLT_MAX && window->ViewportOsDesktopPos.y != FLT_MAX)
{
ImGuiViewport* viewport = Viewport(window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportOsDesktopPos, window->Size);
ImGuiViewport* viewport = Viewport(window, window->ID, ImGuiViewportFlags_NoDecoration, window->ViewportOsDesktopPos, window->Size);
window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
window->Viewport = viewport;
created_viewport = true;
@ -6005,6 +6011,10 @@ static void ImGui::UpdateWindowViewport(ImGuiWindow* window, bool window_pos_set
window->Flags |= ImGuiWindowFlags_FullViewport | ImGuiWindowFlags_NoBringToFrontOnFocus;
}
// If the OS window has a title bar, hide our imgui title bar
if ((window->Flags & ImGuiWindowFlags_FullViewport) && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
window->Flags |= ImGuiWindowFlags_NoTitleBar;
// Disable rounding for the window
if (window->Viewport != main_viewport)
window->WindowRounding = 0.0f;
@ -13933,6 +13943,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, DrawLists: %d, Size: (%.0f,%.0f)", i, viewport->ID, draw_data->Layers[0].Size, viewport->Size.x, viewport->Size.y))
{
ImGui::BulletText("Pos: (%.0f,%.0f)", viewport->Pos.x, viewport->Pos.y);
ImGui::BulletText("Flags: 0x%04X", viewport->Flags);
ImGui::BulletText("PlatformOsDesktopPos: (%.0f,%.0f)", viewport->PlatformOsDesktopPos.x, viewport->PlatformOsDesktopPos.y);
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[0].Size; draw_list_i++)
Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[0][draw_list_i], "DrawList");
ImGui::TreePop();

17
imgui.h
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@ -779,16 +779,17 @@ enum ImGuiConfigFlags_
// [BETA] Viewports
ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_PlatformHasViewports = 1 << 5, // Back-end Platform supports multiple viewports
ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 6, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 7, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 8, // Back-end Platform supports transparent windows
ImGuiConfigFlags_RendererHasViewports = 1 << 9, // Back-end Renderer supports multiple viewports
ImGuiConfigFlags_PlatformNoTaskBar = 1 << 5,
ImGuiConfigFlags_PlatformHasViewports = 1 << 6, // Back-end Platform supports multiple viewports
ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 7, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 8, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 9, // Back-end Platform supports transparent windows
ImGuiConfigFlags_RendererHasViewports = 1 << 10, // Back-end Renderer supports multiple viewports
// Platform Info (free of use, for user/application convenience)
ImGuiConfigFlags_IsSRGB = 1 << 10, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsTouchScreen = 1 << 11, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 22 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
};
// Enumeration for PushStyleColor() / PopStyleColor()

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@ -530,7 +530,8 @@ struct ImGuiViewport
ImGuiViewportFlags Flags;
int LastFrameActive;
int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
char* Name; // Name (OPTIONAL)
ImGuiID LastNameHash;
ImGuiWindow* Window;
ImVec2 Pos; // Position in imgui virtual space (Pos.y == 0.0)
ImVec2 Size;
ImDrawData DrawData;
@ -538,14 +539,15 @@ struct ImGuiViewport
// [Optional] OS/Platform Layer data. This is to allow the creation/manipulate of multiple OS/Platform windows. Not all back-ends will allow this.
ImVec2 PlatformOsDesktopPos; // Position in OS desktop/native space
float PlatformDpiScale; // FIXME-DPI: Unused
void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context)
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. HWND, GlfwWindow*)
bool PlatformRequestClose; // Platform window requested closure
bool PlatformRequestResize; // Platform window requested resize
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. framebuffer)
ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; Name = NULL; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); if (Name) ImGui::MemFree(Name); }
ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; PlatformDpiScale = 1.0f; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
};
@ -1084,7 +1086,7 @@ namespace ImGui
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// Viewports
IMGUI_API ImGuiViewport* Viewport(ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
IMGUI_API ImGuiViewport* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other.
inline ImVector<ImGuiViewport*>&GetViewports() { return GImGui->Viewports; }
inline ImGuiViewport* GetMainViewport() { return GImGui->Viewports[0]; }
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id);