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Viewports #213
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Viewports #213
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Ah. Also, My implementation will only work on Windows because ImGui requires monitor info and as far as I know SFML doesn't provide any API for that, so I used Windows API for that, in the future I would be able to implement it for Ubuntu. As for MacOS it would be difficult cause I don't have Mac machine accessible to me to test the implementation. |
Thanks for your work on this! My project uses imgui-sfml and we've tried to use imgui's docking feature with no success. Will this PR allow us to use docking? |
Well, as far as I know docking should work straight out of the box, even without this PR. You just need to use docking branch of ImGui and enable docking with setting |
Hello. Is this one based on SDL backend implementation? I think that SFML and SDL implementations should be pretty close. |
@@ -176,7 +185,7 @@ struct TriggerInfo { | |||
}; | |||
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struct WindowContext { | |||
const sf::Window* window; | |||
sf::Window* const window; |
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This change is not needed, I like "const T*" more.
imgui-SFML.cpp
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@@ -207,15 +216,28 @@ struct WindowContext { | |||
#endif | |||
#endif | |||
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#ifdef VIEWPORTS_ENABLE | |||
const bool imContextOwner; // Context owner/main viewport |
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const bool
should be just bool
- more of a taste-thing, don't like "const" in this context.
Also the variable should be named isImContextOwner
imgui-SFML.cpp
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@@ -207,15 +216,28 @@ struct WindowContext { | |||
#endif | |||
#endif | |||
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#ifdef VIEWPORTS_ENABLE |
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I don't think that this #ifdef is needed. It's pretty confusing.
It's OK to have extra variables/constructors - this context struct is not public anyway. Usually there should be strong reason to exclude something from compilation (e.g. platform-specific things which would cause compilation to break)
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Ah, I see, the WindowContext
constructor might become ambiguous because of default arguments... You shouldn't make them default them to avoid ambiguity then, in my opinion.
imgui-SFML.cpp
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@@ -24,6 +25,14 @@ | |||
#include <memory> | |||
#include <vector> | |||
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// For multi-viewport support enable/disable | |||
#define VIEWPORTS_ENABLE |
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- Should be named "IMGUI_SFML_VIEWPORTS_ENABLE"
- Ideally you should add an option in CMake to easily turn this ON/OFF via CMake
SFML_UpdateMonitors(); | ||
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for (auto& viewport : ImGui::GetPlatformIO().Viewports) { | ||
WindowContext* wc = (WindowContext*)viewport->PlatformUserData; |
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I don't like this copy-paste at all...
Why is it needed? Won't all events be handled by ImGui::SFML::ProcessEvent
anyway?
If you need it here because of SFML_UpdateMonitors()
, then maybe we need to add something like ImGui::SFML::PreUpdate
and require users to call it before all ProcessEvent
calls if they want to use viewports.
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ImGui::SFML::ProcessEvent
handles only main window events. Events for viewports' windows are not handled by it. Maybe, to avoid copy-pasting, ImGui::SFML::ProcessEvent
could call internal function, for example ProcessEvent(const Event&, WindowContext*)
, with s_currWindowCtx
, and in this loop it would be called with corresponding viewport's window context?
imgui-SFML.cpp
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void SFML_CreateWindow(ImGuiViewport* viewport) { | ||
#if SFML_VERSION_MAJOR >= 3 | ||
sf::RenderWindow* window = new sf::RenderWindow(sf::VideoMode({(unsigned)viewport->Size.x, |
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Should be unsigned int
, not just unsigned
} | ||
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void SFML_DestroyWindow(ImGuiViewport* viewport) { | ||
if (WindowContext* wc = (WindowContext*)viewport->PlatformUserData) { |
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Is wc ever nullptr
here?
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No.
wc->window->setPosition(pos); | ||
} | ||
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ImVec2 SFML_GetWindowPos(ImGuiViewport* viewport) { |
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Why doesn't sf::Window::getPosition not work here for all platforms?
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On Windows SFML sf::Window::getPosition()
returns top left corner position in screen coords including title bar. ImGui requires position of client area (area where stuff is drawn), therefore if value returned by sf::Window::getPosition()
is used, main viewport becomes offsetted in reference to io.MousePos
by title bar height.
imgui-SFML.cpp
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MapWindowPoints(hwnd, NULL, (LPPOINT)&clientAreaRect, 2); | ||
return { (float)clientAreaRect.left, (float)clientAreaRect.top }; | ||
#else | ||
if (wc->imContextOwner) return wc->window->getPosition() + sf::Vector2i(0, 24); |
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What is this (0, 24) offset?
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This was an early attempt to cancel out that title bar offset in the main viewport. I will delete this.
imgui-SFML.cpp
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void SFML_RenderWindow(ImGuiViewport* viewport, void*) { | ||
WindowContext* wc = (WindowContext*)viewport->PlatformUserData; | ||
if (!wc->imContextOwner) { |
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Easier to read:
if (wc->imContextOwner) {
return;
}
... // rest of the code
@oprypin, @vittorioromeo Also, it seems to me like it would be great to separate imgui-sfml into several files now. Any thoughts? |
That makes me instantly not interested in this 😕 |
Renamed imContextOwner to isImContextOwner
Changed WindowContext contructors. Tidied-up SFML_RenderWindow
Formatting changes.
@oprypin looks like code for Linux has been added does that interest you? |
Amazing, man! I was even wondering about using the official backend (GLFW probably) to have this feature, but I prefer this one much better, so that I can stick with SFML as well. |
Is this pull request still active, am interested if it works with mac and could test it... |
Vitorrio, please don’t add me to reviews anymore. I haven’t used SFML for many years and don’t have capacity to maintain/review ImGui-SFML stuff anymore. |
Hi!
I've just implemented ImGui multi-viewport feature for SFML. I haven't tested it with multiple ImGui contexts but with one context it seems to work. I am planning on developing it further, especially if you would consider merging it with the master branch or creating a new viewports branch in your repository. Please, don't hesitate to give me any feedback, I'm eager to contribute and learn :)
Hope to hear from you soon.