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Viewport: Fixed mouse hover flicker on mouse button release frame after moving a window. (#1542)
Platform: Clarifying some comments in back-ends.
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TODO.txt
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TODO.txt
@ -262,6 +262,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- viewport: platform: introduce getfocus/setfocus api, so e.g. focus flags can be honored, imgui-side ctrl-tab can focus os window, OS alt-tab can focus imgui window etc.
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- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
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- viewport: vulkan renderer implementation.
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- viewport: fallback calculation of hovered window is very currently wrong without ImGuiBackendFlags_HasMouseHoveredViewport. typically affect half-overlapping viewported menus.
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- viewport: need to clarify how to use GetMousePos() from a user point of view.
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- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
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@ -504,7 +504,9 @@ void ImGui_ImplDX10_NewFrame()
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx10
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@ -581,11 +583,7 @@ static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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ID3D10Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == NULL)
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{
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fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() can't created buffers.\n");
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return;
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}
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if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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@ -512,7 +512,9 @@ void ImGui_ImplDX11_NewFrame()
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx11
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@ -589,11 +591,7 @@ static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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ID3D11Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == NULL)
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{
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fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() can't created buffers.\n");
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return;
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}
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if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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@ -637,7 +637,9 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx12
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@ -318,7 +318,9 @@ void ImGui_ImplGlfw_NewFrame()
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Windows
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataGlfw
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@ -211,7 +211,9 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
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@ -330,7 +330,9 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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@ -276,7 +276,9 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataSDL2
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@ -1059,7 +1059,10 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I
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}
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//--------------------------------------------------------------------------------------------------------
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// Platform Interface (Optional, for multi-viewport support)
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// FIXME-PLATFORM: Vulkan support unfinished
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//--------------------------------------------------------------------------------------------------------
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@ -390,7 +390,9 @@ static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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#endif
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//--------------------------------------------------------------------------------------------------------
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// Platform Windows
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataWin32
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@ -3357,7 +3357,11 @@ static void ImGui::UpdateMovingWindow()
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{
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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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// Patch the mouse viewport so that we don't hover under the moved window during the mouse released frame
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if (!IsDragDropPayloadBeingAccepted())
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g.MouseRefViewport = moving_window->Viewport;
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// Clear the NoInput window flag set by the Viewport system
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moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
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ClearActiveID();
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