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Viewports: Internal: rename LastFrontMostStampCount -> LastFocusedSta…
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…mpCount. Rename ImGuiViewportFlags_Minimized -> ImGuiViewportFlags_IsMinimized

Effectively it is currently the later, but see comment "Even without focus, we assume the window becomes front-most." in UpdatePlatformWindows().
+ Moved Window field at top since it is most useful.
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ocornut committed Apr 6, 2023
1 parent dcb6335 commit ed72fcd
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Showing 3 changed files with 42 additions and 37 deletions.
57 changes: 30 additions & 27 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4956,7 +4956,7 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*
// FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
// This is because the work has been done already, and its wasted! We should fix that and add optimizations for
// it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;

ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
Expand Down Expand Up @@ -6840,7 +6840,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = FindBestWindowPosForPopup(window);

// Late create viewport if we don't fit within our current host viewport.
if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
if (!window->Viewport->GetMainRect().Contains(window->Rect()))
{
// This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
Expand Down Expand Up @@ -13776,7 +13776,7 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
return false;
if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
return false;
if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
return false;
if (!viewport->GetMainRect().Contains(window->Rect()))
return false;
Expand Down Expand Up @@ -13859,8 +13859,8 @@ ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2&
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
best_candidate = viewport;
}
return best_candidate;
Expand All @@ -13885,9 +13885,9 @@ static void ImGui::UpdateViewportsNewFrame()
{
bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
if (minimized)
viewport->Flags |= ImGuiViewportFlags_Minimized;
viewport->Flags |= ImGuiViewportFlags_IsMinimized;
else
viewport->Flags &= ~ImGuiViewportFlags_Minimized;
viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
}
}
}
Expand All @@ -13899,7 +13899,7 @@ static void ImGui::UpdateViewportsNewFrame()
IM_ASSERT(main_viewport->Window == NULL);
ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
ImVec2 main_viewport_size = g.IO.DisplaySize;
if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
{
main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
main_viewport_size = main_viewport->Size;
Expand Down Expand Up @@ -13927,7 +13927,7 @@ static void ImGui::UpdateViewportsNewFrame()
{
// Update Position and Size (from Platform Window to ImGui) if requested.
// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
{
// Viewport->WorkPos and WorkSize will be updated below
if (viewport->PlatformRequestMove)
Expand Down Expand Up @@ -14088,7 +14088,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
viewport->Pos = pos;
if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
viewport->Size = size;
viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_IsMinimized); // Preserve existing flags
}
else
{
Expand Down Expand Up @@ -14465,9 +14465,9 @@ void ImGui::UpdatePlatformWindows()

// Even without focus, we assume the window becomes front-most.
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
}
if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
}

// Clear request flags
viewport->ClearRequestFlags();
Expand All @@ -14487,14 +14487,17 @@ void ImGui::UpdatePlatformWindows()
focused_viewport = viewport;
}

// Store a tag so we can infer z-order easily from all our windows
// We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
// will keep the front most stamp instead of losing it back to their parent viewport.
// Focused viewport has changed?
if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
{
if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
// Store a tag so we can infer z-order easily from all our windows
// We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
// will keep the front most stamp instead of losing it back to their parent viewport.
if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
g.PlatformLastFocusedViewportId = focused_viewport->ID;

// Focus associated dear imgui window (#6299)
if (focused_viewport->Window != NULL)
FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
else
Expand Down Expand Up @@ -14522,15 +14525,15 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (viewport->Flags & ImGuiViewportFlags_Minimized)
if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
continue;
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
}
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (viewport->Flags & ImGuiViewportFlags_Minimized)
if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
continue;
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
Expand Down Expand Up @@ -18736,7 +18739,7 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*

ImVec2 scale = bb.GetSize() / viewport->Size;
ImVec2 off = bb.Min - viewport->Pos * scale;
float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
for (int i = 0; i != g.Windows.Size; i++)
{
Expand Down Expand Up @@ -18782,11 +18785,11 @@ static void RenderViewportsThumbnails()
ImGui::Dummy(bb_full.GetSize() * SCALE);
}

static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
{
const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
return b->LastFocusedStampCount - a->LastFocusedStampCount;
}

// Draw an arbitrary US keyboard layout to visualize translated keys
Expand Down Expand Up @@ -19159,10 +19162,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
viewports.resize(g.Viewports.Size);
memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
if (viewports.Size > 1)
ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
for (ImGuiViewportP* viewport : viewports)
BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, PlatformFocused = %s, Window: \"%s\"",
viewport->Idx, viewport->ID, viewport->LastFrontMostStampCount,
BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
(g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
viewport->Window ? viewport->Window->Name : "N/A");
TreePop();
Expand Down Expand Up @@ -19923,7 +19926,7 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
(flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
(flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
(flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
(flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
(flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
Expand Down
12 changes: 7 additions & 5 deletions imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -3075,17 +3075,19 @@ 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)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 12, // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window).
ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".

// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
};

// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
Expand Down
10 changes: 5 additions & 5 deletions imgui_internal.h
Original file line number Diff line number Diff line change
Expand Up @@ -1730,15 +1730,15 @@ struct ImGuiDockContext
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
int Idx;
int LastFrameActive; // Last frame number this viewport was activated by a window
int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order
int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback)
ImGuiID LastNameHash;
ImVec2 LastPos;
float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
float LastAlpha;
short PlatformMonitor;
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
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;
Expand All @@ -1751,7 +1751,7 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.

ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }

Expand Down Expand Up @@ -2026,7 +2026,7 @@ struct ImGuiContext
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewportId;
ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter

// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
Expand Down Expand Up @@ -2288,7 +2288,7 @@ struct ImGuiContext
CurrentViewport = NULL;
MouseViewport = MouseLastHoveredViewport = NULL;
PlatformLastFocusedViewportId = 0;
ViewportFrontMostStampCount = 0;
ViewportFocusedStampCount = 0;

NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
Expand Down

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