Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)

Viewports: Backport a few constructs from 'docking' branch.
Viewports: Added ImGuiViewportFlags_IsPlatformWindow, ImGuiViewportFlags_IsPlatformMonitor, ImGuiViewportFlags_OwnedByApp (none of them were in docking branch yet). ImGuiViewportFlags_IsPlatformMonitor is merely there to convey future intent, not yet used.
Reduce uses of io.DisplaySize.
MainMenuBar: Backport work area handling code from 'docking' branch.
Metrics: Backported "Viewports" debug visualizer from 'docking' branch.
Demo: Rework 'Examples->Fullscreen Window'.
Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
This commit is contained in:
ocornut
2021-02-10 16:09:53 +01:00
parent 3b4d3a9b73
commit f14042ca78
6 changed files with 443 additions and 122 deletions
+18 -1
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@@ -52,6 +52,21 @@ Breaking Changes:
Other Changes:
- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
- In 'master' branch or without multi-viewports feature enabled:
- GetMainViewport()->Pos is always == (0,0)
- GetMainViewport()->Size is always == io.DisplaySize
- In 'docking' branch and with the multi-viewports feature enabled:
- GetMainViewport() will return information from your host Platform Window.
- In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
- For forward compatibility with multi-viewports/multi-monitors:
- Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
- Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
- We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area):
- For a Platform Window, the work area is generally the full area minus space used by menu-bars.
- For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
- All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
close button in the window. (#3731)
@@ -80,7 +95,9 @@ Other Changes:
Would lead to a buffer read overflow.
- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
- Demo: Added 'Examples->Fullscreen Window' demo. (#3789)
- Metrics: Backported "Viewports" debug visualizer from 'docking' branch.
- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789)
- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilite compiling with
old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]
+278 -84
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+54 -7
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@@ -31,6 +31,7 @@ Index of this file:
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
*/
@@ -59,7 +60,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.81 WIP"
#define IMGUI_VERSION_NUM 18003
#define IMGUI_VERSION_NUM 18004
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
@@ -143,6 +144,7 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
@@ -181,6 +183,7 @@ typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: F
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// Other types
@@ -414,8 +417,8 @@ namespace ImGui
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
IMGUI_API void SetCursorPosY(float local_y); //
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
@@ -787,6 +790,12 @@ namespace ImGui
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
@@ -1736,7 +1745,7 @@ struct ImGuiIO
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
@@ -2334,7 +2343,8 @@ enum ImDrawListFlags_
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
@@ -2465,8 +2475,8 @@ struct ImDrawData
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
// Functions
@@ -2724,6 +2734,43 @@ struct ImFont
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
// Flags stored in ImGuiViewport::Flags
enum ImGuiViewportFlags_
{
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
struct ImGuiViewport
{
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear Imgui coordinates are the same as OS desktop/native coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
// Helpers
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
+35 -12
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@@ -253,6 +253,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_documents = false;
static bool show_app_console = false;
static bool show_app_log = false;
static bool show_app_layout = false;
@@ -320,7 +321,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
// We specify a default position/size in case there's no data in the .ini file.
// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
@@ -3231,7 +3233,7 @@ static void ShowDemoWindowPopups()
ImGui::OpenPopup("Delete?");
// Always center this window when appearing
ImVec2 center(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f);
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
@@ -6983,16 +6985,22 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
// + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open)
{
const float DISTANCE = 10.0f;
const float PAD = 10.0f;
static int corner = 0;
ImGuiIO& io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (corner != -1)
{
window_flags |= ImGuiWindowFlags_NoMove;
ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot;
window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;
window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
window_flags |= ImGuiWindowFlags_NoMove;
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
@@ -7024,12 +7032,21 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
// Demonstrate creating a window covering the entire screen/viewport
static void ShowExampleAppFullscreen(bool* p_open)
{
ImGuiIO& io = ImGui::GetIO();
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(io.DisplaySize);
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one of the other.
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
if (ImGui::Begin("Example: Fullscreen window", p_open, flags))
{
ImGui::Checkbox("Use work area instead of main area", &use_work_area);
ImGui::SameLine();
HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");
ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);
ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);
ImGui::Indent();
@@ -7037,6 +7054,9 @@ static void ShowExampleAppFullscreen(bool* p_open)
ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);
ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);
ImGui::Unindent();
if (p_open && ImGui::Button("Close this window"))
*p_open = false;
}
ImGui::End();
}
@@ -7050,16 +7070,19 @@ static void ShowExampleAppFullscreen(bool* p_open)
// Read FAQ section "How can I have multiple widgets with the same label?" for details.
static void ShowExampleAppWindowTitles(bool*)
{
const ImGuiViewport* viewport = ImGui::GetMainViewport();
const ImVec2 base_pos = viewport->Pos;
// By default, Windows are uniquely identified by their title.
// You can use the "##" and "###" markers to manipulate the display/ID.
// Using "##" to display same title but have unique identifier.
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##1");
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##2");
ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
ImGui::End();
@@ -7067,7 +7090,7 @@ static void ShowExampleAppWindowTitles(bool*)
// Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
char buf[128];
sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);
ImGui::Begin(buf);
ImGui::Text("This window has a changing title.");
ImGui::End();
+33 -14
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@@ -652,8 +652,9 @@ struct ImDrawDataBuilder
{
ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
IMGUI_API void FlattenIntoSingleLayer();
};
@@ -1146,9 +1147,26 @@ struct ImGuiOldColumns
// [SECTION] Viewport support
//-----------------------------------------------------------------------------
#ifdef IMGUI_HAS_VIEWPORT
// <this is filled in 'docking' branch>
#endif // #ifdef IMGUI_HAS_VIEWPORT
// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder;
ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
ImVec2 CurrWorkOffsetMin; // Work Area: Offset being built/increased during current frame
ImVec2 CurrWorkOffsetMax; // Work Area: Offset being built/decreased during current frame
ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }
~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
void UpdateWorkRect() { WorkPos = ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); WorkSize = ImVec2(ImMax(0.0f, Size.x - WorkOffsetMin.x + WorkOffsetMax.x), ImMax(0.0f, Size.y - WorkOffsetMin.y + WorkOffsetMax.y)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Settings support
@@ -1332,6 +1350,9 @@ struct ImGuiContext
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiID NavId; // Focused item for navigation
@@ -1389,11 +1410,7 @@ struct ImGuiContext
bool FocusTabPressed; //
// Render
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImDrawDataBuilder DrawDataBuilder;
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
ImDrawList BackgroundDrawList; // First draw list to be rendered.
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
ImGuiMouseCursor MouseCursor;
// Drag and Drop
@@ -1491,7 +1508,7 @@ struct ImGuiContext
int WantTextInputNextFrame;
char TempBuffer[1024 * 3 + 1]; // Temporary text buffer
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
ImGuiContext(ImFontAtlas* shared_font_atlas)
{
Initialized = false;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
@@ -1580,8 +1597,6 @@ struct ImGuiContext
FocusTabPressed = false;
DimBgRatio = 0.0f;
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
@@ -2185,7 +2200,9 @@ namespace ImGui
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Init
IMGUI_API void Initialize(ImGuiContext* context);
@@ -2486,7 +2503,7 @@ namespace ImGui
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table);
@@ -2494,6 +2511,8 @@ namespace ImGui
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
} // namespace ImGui
+25 -4
View File
@@ -6569,18 +6569,39 @@ void ImGui::EndMenuBar()
window->DC.MenuBarAppending = false;
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
SetNextWindowPos(ImVec2(0.0f, 0.0f));
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
// Get our rectangle at the top of the work area
if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
{
// Set window position
// We don't attempt to calculate our height ahead, as it depends on the per-viewport font size.
// However menu-bar will affect the minimum window size so we'll get the right height.
ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
SetNextWindowPos(menu_bar_pos);
SetNextWindowSize(menu_bar_size);
}
// Create window
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
PopStyleVar(2);
// Report our size into work area (for next frame) using actual window size
menu_bar_window = GetCurrentWindow();
if (menu_bar_window->BeginCount == 1)
viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{