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https://github.com/ocornut/imgui.git
synced 2024-12-03 05:29:10 +08:00
Addendum to #2635. Add support for multi-viewports in SDL+DX!! example. making all Win32-centric back-ends handle PlatformHandleRaw. Using the field to use/store the HWND for internal purpose in SDL/GLFW back-ends. (#1542)
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3e8eebfbec
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@ -51,13 +51,25 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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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_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForD3D(window);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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@ -149,6 +161,13 @@ int main(int, char**)
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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g_pSwapChain->Present(1, 0); // Present with vsync
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//g_pSwapChain->Present(0, 0); // Present without vsync
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}
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@ -553,7 +553,9 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
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viewport->RendererUserData = data;
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HWND hwnd = (HWND)viewport->PlatformHandle;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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@ -564,13 +564,9 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
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viewport->RendererUserData = data;
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// When using SDL, PlatformHandleRaw will be the HWND (because PlatformHandle would be the SDL_Window)
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// If not using SDL, PlatformHandleRaw will be null and PlatformHandle will contain the HWND
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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if (hwnd == 0)
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{
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hwnd = (HWND)viewport->PlatformHandle;
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}
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-end will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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@ -4,7 +4,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Issues:
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// Missing features, issues:
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// [ ] Renderer: Missing multi-viewport support.
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -680,7 +681,9 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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/*
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// FIXME-PLATFORM
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HWND hwnd = (HWND)viewport->PlatformHandle;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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@ -4,7 +4,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Issues:
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// Missing features, issues:
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// [ ] Renderer: Missing multi-viewport support.
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -319,8 +319,10 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
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viewport->RendererUserData = data;
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HWND hWnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hWnd != 0);
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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data->d3dpp.Windowed = TRUE;
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@ -328,7 +330,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
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data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
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data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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data->d3dpp.hDeviceWindow = hWnd;
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data->d3dpp.hDeviceWindow = hwnd;
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data->d3dpp.EnableAutoDepthStencil = FALSE;
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data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
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@ -202,6 +202,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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@ -444,6 +447,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
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data->WindowOwned = true;
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viewport->PlatformHandle = (void*)data->Window;
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#ifdef _WIN32
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viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
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#endif
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glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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// Install callbacks for secondary viewports
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@ -468,7 +474,7 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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if (data->WindowOwned)
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{
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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HWND hwnd = glfwGetWin32Window(data->Window);
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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::RemovePropA(hwnd, "IMGUI_VIEWPORT");
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#endif
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glfwDestroyWindow(data->Window);
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@ -504,7 +510,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
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#if defined(_WIN32)
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// GLFW hack: Hide icon from task bar
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HWND hwnd = glfwGetWin32Window(data->Window);
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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@ -633,13 +639,12 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
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static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
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if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
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if (HWND hwnd = glfwGetWin32Window(data->Window))
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
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if (HIMC himc = ::ImmGetContext(hwnd))
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{
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::ImmSetCompositionWindow(himc, &cf);
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::ImmReleaseContext(hwnd, himc);
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}
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}
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#else
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#define HAS_WIN32_IME 0
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@ -200,6 +200,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)window;
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#if defined(_WIN32)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(window, &info))
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main_viewport->PlatformHandleRaw = info.info.win.window;
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#endif
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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@ -455,16 +461,13 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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}
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(data->Window, backup_context);
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viewport->PlatformHandle = (void*)data->Window;
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viewport->PlatformHandle = (void*)data->Window;
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#if defined(_WIN32)
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// save the window handle for render that needs it (directX)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(data->Window, &info))
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{
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viewport->PlatformHandleRaw = info.info.win.window;
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}
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#endif
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}
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@ -487,28 +490,23 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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#if defined(_WIN32)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(data->Window, &info))
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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// SDL hack: Hide icon from task bar
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// 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.
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if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
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{
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HWND hwnd = info.info.win.window;
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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ex_style |= WS_EX_TOOLWINDOW;
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::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
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}
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// SDL hack: Hide icon from task bar
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// 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.
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if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
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{
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LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
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ex_style &= ~WS_EX_APPWINDOW;
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ex_style |= WS_EX_TOOLWINDOW;
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::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
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}
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// SDL hack: SDL always activate/focus windows :/
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
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{
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::ShowWindow(hwnd, SW_SHOWNA);
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return;
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}
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// SDL hack: SDL always activate/focus windows :/
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
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{
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::ShowWindow(hwnd, SW_SHOWNA);
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return;
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}
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#endif
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@ -3,8 +3,8 @@
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// Implemented features:
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
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// Missing features:
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// [ ] Platform: Multi-viewport / platform windows.
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// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -73,7 +73,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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g_hWnd = (HWND)hwnd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_hWnd;
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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@ -547,7 +547,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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data->HwndOwned = true;
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viewport->PlatformRequestResize = false;
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viewport->PlatformHandle = data->Hwnd;
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viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
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}
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static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
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4
imgui.h
4
imgui.h
@ -2398,8 +2398,8 @@ struct ImGuiViewport
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
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void* PlatformHandleRaw; // void* to hold the platfor-native windows handle (e.g. the HWND) when using an abstraction layer like SDL (where PlatformHandle would be a SDL_Window*)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
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void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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