ImGui Multiviewport fixes

- set ImGuiConfigFlags_ViewportsEnable
- correct render loop logic with viewport api calls, SetNextWindowViewport(), UpdatePlatformWindows(), RenderPlatformWindowsDefault()
- Fix: coords in abs space now, SetNextWindowPos()

NOTE:
- I have viewports turned on by default so you can easy test (comment out io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; and you get old behavior)
- Jankiness with multiviewports isn't bc perf hit; it's bc profiler reduces it's tick rate when it's not in focus. So, that bit of logic needs to be updated if you really care
- I haven't encountered any issues over past week but discount that by 50% since i'm new to tracy. No promises some UI wasn't regresssed
- Key things to watch out for is enabling viewports turns ImGui into using absolute monitor coords instead of window coords (ie SetPosition(0,0) => monitor top left, not window top/left
This commit is contained in:
ikrima 2020-05-04 02:17:15 -07:00
parent 1d74c400ac
commit 1b5879e176
2 changed files with 17 additions and 3 deletions

View File

@ -281,6 +281,9 @@ int main( int argc, char** argv )
std::string iniFileName = tracy::GetSavePath( "imgui.ini" );
io.IniFilename = iniFileName.c_str();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_DockingEnable;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigWindowsMoveFromTitleBarOnly = true;
//io.ConfigDockingWithShift = false;
ImGui_ImplGlfw_InitForOpenGL( window, true );
ImGui_ImplOpenGL3_Init( "#version 150" );
@ -908,12 +911,21 @@ static void DrawContents()
// Rendering
ImGui::Render();
glfwMakeContextCurrent(s_glfwWindow);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwMakeContextCurrent(s_glfwWindow);
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(s_glfwWindow);
}

View File

@ -489,8 +489,10 @@ bool View::DrawImpl()
style.WindowPadding = ImVec2( 4.f, 4.f );
style.Colors[ImGuiCol_WindowBg] = ImVec4( 0.129f, 0.137f, 0.11f, 1.f );
ImGui::SetNextWindowPos( ImVec2( 0, 0 ) );
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize( ImVec2( m_rootWidth, m_rootHeight ) );
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::Begin( "Timeline view###Profiler", nullptr, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking );
style.WindowRounding = wrPrev;