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@@ -74,7 +74,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
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struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends
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-struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render
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+struct ImGuiPlatformData; // Multi-viewport support: list of viewports to render + list of monitors provided by back-end.
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struct ImGuiContext; // ImGui context (opaque)
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#ifndef ImTextureID
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@@ -1907,13 +1907,22 @@ struct ImGuiPlatformIO
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void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side)
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};
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-// List of viewports to render as platform window (updated by ImGui::UpdatePlatformWindows)
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+struct ImGuiPlatformMonitor
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+{
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+ ImVec2 Pos;
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+ ImVec2 Size;
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+};
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+
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+// List of viewports to render as platform window, updated by ImGui::UpdatePlatformWindows()
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+// FIXME: Merge into ImGuiPlatformIO
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struct ImGuiPlatformData
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{
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- // Viewports[0] is guaranteed to be _always_ the same as MainViewport. Following it are the secondary viewports.
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- // The main viewport is included in the list because it is more convenient for looping code.
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- ImGuiViewport* MainViewport;
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- ImVector<ImGuiViewport*> Viewports;
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+ // Viewports (written by: imgui, used by: app/back-end to turn into displayable platform windows)
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+ ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0]
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+ ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
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+
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+ // Monitors (written by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors)
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+ ImVector<ImGuiPlatformMonitor> Monitors;
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ImGuiPlatformData() { MainViewport = NULL; }
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};
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