Viewport: Changed Monitor field to use Pos+Size (more consistent), changed FullMin,FullMax to MainPos,MainSize. Made main viewport accessible in PlatformIO on first frame. Fixed casing of ImGuiViewportFlags_TopMost flag. (#1542)

This commit is contained in:
omar 2018-05-10 12:10:10 +02:00
parent 4ff23d3306
commit 6eacddb50f
5 changed files with 33 additions and 30 deletions

View File

@ -364,7 +364,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
glfwWindowHint(GLFW_FOCUSED, false);
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & imGuiViewportFlags_TopMost) ? true : false);
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
@ -579,8 +579,8 @@ static void ImGui_ImplGlfw_UpdateMonitors()
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
monitor.FullMin = monitor.WorkMin = ImVec2((float)x, (float)y);
monitor.FullMax = monitor.WorkMax = ImVec2((float)(x + vid_mode->width), (float)(y + vid_mode->height));
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#if GLFW_HAS_PER_MONITOR_DPI
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
float x_scale, y_scale;

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@ -317,7 +317,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & imGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
data->WindowOwned = true;
@ -463,12 +463,12 @@ static void ImGui_ImplSDL2_UpdateMonitors()
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
monitor.FullMin = monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
monitor.FullMax = monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h));
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkMin = ImVec2((float)(r.x), (float)(r.y));
monitor.WorkMax = ImVec2((float)(r.x + r.w), (float)(r.y + r.h));
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
float dpi = 0.0f;

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@ -431,7 +431,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
data->DwStyle = WS_OVERLAPPEDWINDOW;
data->DwExStyle = no_task_bar_icon ? WS_EX_TOOLWINDOW : WS_EX_APPWINDOW;
}
if (viewport->Flags & imGuiViewportFlags_TopMost)
if (viewport->Flags & ImGuiViewportFlags_TopMost)
data->DwExStyle |= WS_EX_TOPMOST;
// Create window
@ -618,10 +618,10 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
if (!::GetMonitorInfo(monitor, &info))
return TRUE;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.FullMin = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.FullMax = ImVec2((float)info.rcMonitor.right, (float)info.rcMonitor.bottom);
imgui_monitor.WorkMin = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkMax = ImVec2((float)info.rcWork.right, (float)info.rcWork.bottom);
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)

View File

@ -3620,7 +3620,7 @@ void ImGui::UpdatePlatformWindows()
{
bool topmost = (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) != 0;
bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
viewport->Flags = topmost ? (viewport->Flags | imGuiViewportFlags_TopMost) : (viewport->Flags & ~imGuiViewportFlags_TopMost);
viewport->Flags = topmost ? (viewport->Flags | ImGuiViewportFlags_TopMost) : (viewport->Flags & ~ImGuiViewportFlags_TopMost);
viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon);
}
@ -3881,8 +3881,8 @@ void ImGui::NewFrame()
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
{
ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
IM_ASSERT(mon.FullMin.x < mon.FullMax.x && mon.FullMin.y < mon.FullMax.y && "Monitor bounds not setup properly.");
IM_ASSERT(mon.WorkMin.x < mon.WorkMax.x && mon.WorkMin.y < mon.WorkMax.y && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them.");
IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor bounds not setup properly.");
IM_ASSERT(mon.WorkSize.x > 0.0f && mon.WorkSize.y > 0.0f && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them.");
IM_ASSERT(mon.DpiScale != 0.0f);
}
}
@ -4152,6 +4152,8 @@ void ImGui::Initialize(ImGuiContext* context)
viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
viewport->Idx = 0;
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]);
g.Initialized = true;
}
@ -5936,8 +5938,8 @@ static ImRect FindAllowedExtentRectForWindow(ImGuiWindow* window)
{
// Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
r_screen.Min = monitor.WorkMin;
r_screen.Max = monitor.WorkMax;
r_screen.Min = monitor.WorkPos;
r_screen.Max = monitor.WorkPos + monitor.WorkSize;
}
else
{
@ -6119,7 +6121,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
avail_size = ImVec2(FLT_MAX, FLT_MAX);
const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
avail_size = (g.PlatformIO.Monitors[monitor_idx].WorkMax - g.PlatformIO.Monitors[monitor_idx].WorkMin);
avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
ImVec2 size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f));
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
@ -6190,7 +6192,7 @@ static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
{
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
if (ImRect(monitor.FullMin, monitor.FullMax).Contains(pos))
if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
return monitor_n;
}
return -1;
@ -6207,10 +6209,10 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
{
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
if (ImRect(monitor.FullMin, monitor.FullMax).Contains(rect))
if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect))
return monitor_n;
ImRect overlapping_rect = rect;
overlapping_rect.ClipWithFull(ImRect(monitor.FullMin, monitor.FullMax));
overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
if (overlapping_surface < best_monitor_surface)
continue;
@ -6796,7 +6798,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
{
ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor];
ClampWindowRect(window, ImRect(monitor.WorkMin, monitor.WorkMax), clamp_padding);
ClampWindowRect(window, ImRect(monitor.WorkPos, monitor.WorkPos + monitor.WorkSize), clamp_padding);
}
}
}
@ -14401,10 +14403,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
{
const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
ImGui::BulletText("Monitor #%d: DPI %.0f%%\n FullMin (%.0f,%.0f), FullMax (%.0f,%.0f), FullSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
i, mon.DpiScale * 100.0f,
mon.FullMin.x, mon.FullMin.y, mon.FullMax.x, mon.FullMax.y, mon.FullMax.x - mon.FullMin.x, mon.FullMax.y - mon.FullMin.y,
mon.WorkMin.x, mon.WorkMin.y, mon.WorkMax.x, mon.WorkMax.y, mon.WorkMax.x - mon.WorkMin.x, mon.WorkMax.y - mon.WorkMin.y);
mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
}
ImGui::TreePop();
}

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@ -74,6 +74,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiContext; // ImGui context (opaque)
#ifndef ImTextureID
@ -1890,10 +1891,10 @@ struct ImFont
// Dear ImGui only uses this to clamp the position of popups and tooltips so they don't straddle multiple monitors
struct ImGuiPlatformMonitor
{
ImVec2 FullMin, FullMax; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkMin, WorkMax; // (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region.
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region.
float DpiScale;
ImGuiPlatformMonitor() { FullMin = FullMax = WorkMin = WorkMax = ImVec2(0,0); DpiScale = 1.0f; }
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; }
};
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled
@ -1956,7 +1957,7 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
ImGuiViewportFlags_NoRendererClear = 1 << 4, // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
imGuiViewportFlags_TopMost = 1 << 5 // Platform Window: Display on top (for tooltips only)
ImGuiViewportFlags_TopMost = 1 << 5 // Platform Window: Display on top (for tooltips only)
};
// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.