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Multiple main viewports / or no main viewport #3350

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morgoth990 opened this issue Jul 13, 2020 · 8 comments
Open

Multiple main viewports / or no main viewport #3350

morgoth990 opened this issue Jul 13, 2020 · 8 comments

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@morgoth990
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morgoth990 commented Jul 13, 2020

Version/Branch of Dear ImGui:

Version: WP 177
Branch: docking

Back-end/Renderer/Compiler/OS

Back-ends: imgui_impl_opengl3.cpp + imgui_impl_morgoth.cpp (custom implementation forked from sdl)
Compiler: Visual Studio 2019
Operating System: Windows 10 Professional

My Issue/Question:
My engine start in headless mode and support multiple windows but the imgui main window paradigm dont allow me to dock or move windows into the other engine windows.

At the moment I'have a patched version that seem to work, I've tried to manually call AddUpdateViewport function and the system works fine but there are some other changes to be done like:

  • some checks on the PlatformWindowCreated bool to not exclude the viewports from processing
  • exclusion from UpdatePlatformWindows:
    in my case with
    if (is_new_platform_window && viewport->PlatformHandle != NULL)
    but probably there is a better way to achieve that
  • some asserts on non main viewports
  • introduction of a defaultViewport in the context with correlate Set/Get methods to allow to render elements like main menu bars on a specific window

I'know the standard use case is with a single main window but I think this feature will not exclude a main window paradigma, is more like an additional support for viewports with a NULL ImGuiWindow and a set of function the user can call (AddUpdateViewport, SetDefaultViewport, GetDefaultViewport)

@ocornut
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ocornut commented Jul 13, 2020

Hello @morgoth990,

This has been discussed before and I like to support this mode of operation. I would be interested to see your changes (e.g. in the form of a repo or PR) for references. Likely won't be merged as-is but any extra reference will be useful. Someone actually submitted to me a codebase with similar change a year ago but it was made hastily with no git commits nor explanations for many changes and got essentially half lost :/

Two things come to mind:

  • Reliance on GetMainViewport() will need to be reworked. Perhaps we need to rework/blur the lines between Viewport and Monitors in order to provide an abstraction that works with both use case. e.g. being able to retrieve a reference "default" origin.
  • Some code assume that viewports[0] has the ImGuiViewportFlags_CanHostOtherWindows flag, and the use of that flag is probably a little ambiguous in some areas, may set to split the flag into multiple ones.

(Also, while technically completely unrelated, supporting this mode of operation will get us in territories where features such as #2749 will be highly desirable!)

@morgoth990
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I've forked and committed the changes here: morgoth990@beb1b3c

@ocornut
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ocornut commented Jul 16, 2020

Thanks for the details and comments. Not sure when we'll be able to look into it but this is going to be a good reference.

@ocornut ocornut changed the title Multiple main windows in docking Multiple main viewports / or no main viewport Dec 30, 2020
@ocornut
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ocornut commented Mar 29, 2021

We started backporting a very small bit of the viewport infrastructure to master and clarified the definition of viewport and main viewport specifically to allow this use case (intent being that GetMainViewport() is never NULL and may refer to a reference screen/monitor in the case of "no main viewport" mode).
https://github.com/ocornut/imgui/blob/master/imgui.h#L2723

But there's lots of work remaining to get to the end goal.

In the short-term I would suggest that @morgoth990 branch should remove the unnecessary renames to shorten the diff, since GetMainViewport() now conform to what GetDefaultViewport() does in their branch.

To answer your question....
It's presently a little difficult for us to receive help. More people are ok to put in the initial bit of work and publishing it is very helpful, but very rarely people have the energy/patience to follow through the full scope and use cases seriously. In my experience people tend to largely underestimate the steps required from going to a quick "commenting out this block and that block" to a sturdy and healthy opt-in design, while potentially involving both forward and backward compatibility in the mix. If you think you want to potentially pour 100+ hours at following the ramifications of this over multiple backends and OS we would consider guiding you through it. But often it takes too much time and energy for us to be guiding people through the yet unknown steps and it's not often a worthy investment as people seldomly stick around. So I've learned that either we end up doing it (taking advantage of all infos/code/pr/hacks published in issues) either we wait until someone unusually patient and meticulous goes through it in a way that is sufficiently convincing, but there's no magic here, someone will need to sit down and follow the many threads this can lead us into.

The specific problem with that feature is that it leads us into more backend work (e.g. for a start designing how common backends would interact with this), and backends notoriously means infinite maintenance. It's going to inevitably put to the front lots of issues with the existing viewport infrastructure (e.g. relation to z-ordering, focus and access to inputs), some of them being hindered by SDL/GLFW and potentially needing us to work on those libraries too or find workarounds.

I however see that it would be healthy to at least explore just enough of it to be able to nail the changes in the core library (several pointed by branch above) but if we don't provide solid support for our backends immediately we would eventually need to. So I don't mean to say this is particularly hard to solve but it needs to be looked with a holistic pairs of lens and right now I don't have the bandwidth for it. But I DO want to solve this eventually. Note that the more we head into this "desktopey app" world the more requests will come with it. One day you add headless startup the next day people want idle-mechanism across all backends etc.

As a general statement, absolutely not specific to this issue, aside from committing serious it to it, the other single best way to help Dear ImGui progress when using it at your work/company is to contact us and help us convince them to inject funding, as it allows us to keep the project afloat and hire focused people (Rokas has been helping part time for a long while now). At this very specific moment in 2021 dear imgui is sitting on a particularly precarious situation, so it's occasionally difficult for me to project myself into opening up to a larger set of usage scenario when I have no clue if I'll be able to pursue this next year. EDIT Blizzard saved the day once again!

@bvgastel
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Thanks for the quick and extensive reply. It is hard to be the long time maintainer of an open source project, I can imagine. I partly saw your reply coming, so after posting I tried to focus on the most important thing for me: an energy efficient mode. That is why I already removed my comment here.

I work at an university, so I don't think they will be able to support it financially. But I really do want to help Dear imgui. I don't now how it works out in the long run. This specific issue is a long term issue indeed. I can start maybe on a somewhat smaller issue like #2749, update it, and review/extend the PR. Maybe best to take this offline. May I contact you on Twitter directly?

@exuvo
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exuvo commented May 2, 2021

I have made multiple main viewports work on the latest docking branch with usage of ImGuiViewportFlags_OwnedByApp and ImGuiViewportFlags_CanHostOtherWindows instead of morgoths checking against PlatformHandle. Posting complete information here for others which want to do the same. Morgoths info was lacking a lot of details when i actually started to do this.

I have targeted multiple main viewports while always having a main viewport open and never closing that first one, which is enough for my use case. I have only modified glfw and vulkan to work but it should be fairly easy to adapt for other backends. Tested on linux with gcc as compiler. (I have not done any exhaustive testing for bugs).

Minimal ImGui core changes exuvo@58f6204
C++ version of imgui_impl_glfw https://github.com/exuvo/Aurora-C/blob/master/src/ui/imgui/imgui_impl_glfw.cpp
The changes to impl_glfw are one instance per main window, each containing:

bool isMainWindow; // true for first main window, false for new main windows after that
ImGuiViewport* viewport = nullptr; // ImGui viewport associated with this main window
GLFWwindow* g_Window;

the other things which are static in normal imgui_impl_glfw remain that way. Part of the normal imgui_impl_glfw init is only run when the main window is created via bool isMainWindow constructor parameter. If false we instead register a new viewport in ImGui with:

int x = 0, y = 0, w = 0, h = 0;
glfwGetWindowPos(g_Window, &x, &y);
glfwGetWindowSize(g_Window, &w, &h);
ImGuiViewportFlags flags = ImGuiViewportFlags_CanHostOtherWindows | ImGuiViewportFlags_NoAutoMerge | ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_IsPlatformWindow;
void* pnt = this;
ImGuiID id = ImHashData(&pnt, sizeof(void*), 0);

viewport = ImGui::AddUpdateViewport(nullptr, id, ImVec2((float) x, (float) y), ImVec2((float) w, (float) h), flags);
viewport->PlatformHandle = (void*) g_Window;

Then in imgui_impl_glfw NewFrame we once again only do the normal things if isMainWindow is true. If false we run the exact same code as above to position the viewport of this extra main window correctly.

When creating a new main window, after creating a new imgui_impl_glfw instance i have to call ImGui_ImplVulkan_InitViewport(imgui_impl_glfw->viewport) too to set up some things that the vulkan backend expects to exist.

Now figuring out the rendering steps (this can be simplified if you only create ImGui windows from the main viewport):

  1. Go thru all main windows and call their respective imgui_impl_glfw.NewFrame.
  2. Call ImGui::NewFrame();
  3. Go thru all main windows and render your normal stuff followed by ImGui::SetCurrentViewport(nullptr, (ImGuiViewportP*) imgui_impl_glfw->viewport); and then do your ImGui begin/text etc.
  4. Call ImGui::Render();
  5. Go thru all main windows and render each main windows ImGui viewport via:
ImDrawData* draw_data = ImGui::GetDrawData(imGuiGlfw->viewport);
ImGui_ImplVulkan_RenderDrawData(draw_data, command_buffer);
  1. After rendering ImGuis draw data you can end the renderpass and submit to GPU.
  2. Finally call ImGui::UpdatePlatformWindows(); and ImGui::RenderPlatformWindowsDefault(); for the platform windows.

With this i can drag ImGui windows between my programs main windows which is really nice.

-edit-
Commit to handle closing of new main windows exuvo@a0fe168

@JannesN
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JannesN commented Jul 29, 2021

@exuvo Any news on this one after a while? Does it run nicely? I am currently in the process of implementing your solution and it looks very promising to me!

@exuvo
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exuvo commented Jul 29, 2021

I have not been working much lately on my game where i use this, but it worked well in all my testing of it.

DnA-IntRicate added a commit to DnA-IntRicate/imgui that referenced this issue Oct 7, 2022
* Docking: added comments. added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.

(Could probably do something similar with TabBarFlagsOverrideSet+Clear for ocornut#2700 later.)

* Docking: docked window honor tab and text colors by storing them. (ocornut#2771)

Later to lead into ocornut#2700 and ocornut#2539
Move tab submission block above in DockNodeUpdateTabBar(), not strictly necessary for this change as is, but useful if needing to apply override for TitleBg* as we'd need a value for node->VisibleWindow earlier than currently set.

* Fixed some compile warnings with Clang on Windows (ocornut#3754)

* Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (ocornut#3766, ocornut#3758)

Cannot repro here but appears to a user on Linux. Fix may be not super solid.

* Docking: on node split, update memorized DockId for currently closed windows (ocornut#3716)

Amended by @ocornut with same fix in DockBuilderRemoveNodeChildNodes().

* Docking: fix gap in hit test hold when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (ocornut#3733)

* Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept)

Use GetMainViewport() if stuck.

* Viewports: Moved in own section of imgui.h ahead of merging a small part of viewport interface to master.

* Viewports: trying to treat GetMainViewport() as const. Reducing unnecessary casts of ImGuiViewportP*

Metrics: readded root Drawlists node in metrics to match master.
The (void*) casts are implying const-casst but currently left GetMainViewport() as returning non-const.

* Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch.

* Fix for compiling imgui_internal.h without operators + made GetWorkRect() consistent with clamped WorkSize.

* Misc tweaks - mostly toward minimizing diff in upcoming backport merge of a few viewport structures in master

* Viewports: Fix issue inferring viewport z-order when new popups gets created. (ocornut#3734) + Metrics updates.

Revert 6bc5266
Showing inferred order and missing flags in metrics.

* Viewports: Setting the new (currently dummy) flags on viewports. (ocornut#3789, ocornut#1542, ocornut#3680, ocornut#3350, ocornut#3012, ocornut#2471)

Amend the merging of f14042c (merge ee59d7a)

* Remove redundant GetMainViewport decl in imgui.h (ocornut#3801, ocornut#3800)

* Docking: Made close button enable logic consistent on dockspace. When no docked window have a close button or it is disabled on the node, the space is given to tabs.

Clarified close_button_is_visible vs close_button_is_enabled behavior in DockNodeUpdateTabBar().. (ocornut#3633, ocornut#3521)
Reduced alpha of disabled close button a little bit further.
Removed 'EnableCloseButton' which was actually unused (can't be infered early, need ->VisibleWindow anyway, which is not == ->ActiveWindow)

* Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated Docking/Viewports part of Changelog (e.g. removed bits that are now already in master, clarified some added bits)

* Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (ocornut#3213)

* Internals: Add a way to request window to not process any interactions for specified number of frames.

* Added missing IMGUI_API to internal docking-related structs. (ocornut#3850)

* Internals: Docking: some renaming.

* Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop->RootWindow.

Why?  So by default RootWindow matches user expectation on both branches, and RootWindowDockTree is more intentful.
(Actually should reduce diff between master<>docking)

* Viewports, Backend: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch (ok in master), GLFW: Fix application of WantSetMousePos. (ocornut#1542, ocornut#787)

Shows how little this feature is used with nav (was designed for small devices and frankly may be dropped) - but the backend support itself we will make use of for other features.

* Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin().

* ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners.

* Removed deprecated flag stopping compilation (ocornut#3902)

* Docking: Dockspace() never draws a background. (ocornut#3924)

* Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease further manipulations.

Kind of a welcome hack.

* Docking: Add support for split_outer in DockContextCalcDropPosForDocking().
Misc: Add FIXME regarding behavior of some window fields.

* Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (ocornut#3881)

* BeginMainMenuBar(): remove expectation that we don't know menu bar height ahead, allowing up to generalize placement in any direction (will be done in master)

Amend 75de34e

* Viewports: Hotfix for crash in monitor array access, caused by 4b9bc49. (ocornut#3967)

* TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.

Fixes tab reordering in test engine when using fast mode.

# Conflicts:
#	imgui_widgets.cpp

* TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.

Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)

* Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (ocornut#3837).

* Docking: DockSpace() returns its node ID + adding branch changelog.

* Docking: fix undocking from tab-bar by moving mouse horizontally, broken by d705192.

* Docking: removed io.ConfigDockingWithShift option. (ocornut#2109)

* Docking: fix undocking from tab-bar by moving mouse horizontally, amend 3ed07a8 + d705192.

Automation system may drag e.g. right-most tab far left (and vice-versa) and one frame and our current logic would fail at it.

* Fix popup positioning, broken by 84e6fe4. (ocornut#3991, ocornut#3982)

* Docking: Fixed restoring of tab order within a dockspace or a split node.

(tests in "docking_tab_order")

* Docking: Fixed multiple simultaneously reappearing window from appearing undocked in their initial frame.

* Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.

* Docking: move NavWindow to SelectedTabId application lower to leave a chance for in-between code to alter focus. + store per-node window menu button id to simplify usage.

* Docking: Fix window menu button. Broken by 3f16a52 (ocornut#4043)

Worked on single-frame click.

* Changelog: added docking+entries from 1.72 to 1.82 to increase their visibility.

* Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (ocornut#4151, ocornut#3759, ocornut#3227)

* Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. Tweak rendering and alignment of dock node menu marker. (ocornut#4130)

+ Fix ~0 in EndFrameDrawDimmedBackgrounds() which is obsolete way of signifying "all round corners".

* Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061)

* Docking: Amend 91704b7, window->DockXXX booleans not properly cleared when window not docked. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061)

Fix issue with freshly split windows/nodes incorrectly returning true to IsWindowAppearing().

* Docking: Fix IsWindowAppearing() unnecessarily returning true twice in a row. (ocornut#4177, ocornut#3982, ocornut#1497, ocornut#1061) + added a zealous assert.

* Docking: Clicking on the right-most close button of a docking node closes all windows. (ocornut#4186)

* Docking: comments (ocornut#4189)

* Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (ocornut#211)

* ImVector: added clear_delete(), clear_destruct() helpers.

# Conflicts:
#	imgui.cpp

* Nav, Drag and Drop, Docking: fixed two issues leading nav result to conflict with moving a window. (ocornut#4211, ocornut#3025)

* Backends, Viewports: Vulkan: Fix the use of the incorrect fence in wait for fence. (ocornut#4208)

The fence being waited upon was not the one associated with the current frame.
This results in validation error detecting a reset of command buffers still in use and resetting fences while still in use.
Read more details in ocornut#4208

* Metrics: Tentative fix for bad printf format.

Ref b53b8f5, a7a1b3b

* Viewport: extracted code out of Begin() into WindowSyncOwnedViewport() - no other change

* Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value of the implicit/fallback window. (ocornut#4236, ocornut#2409)

Amend 3ead982

* Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().

No need to clear fields before deletion. DX12: renamed to match docking branch.

* Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c6038)

* Docking: removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass. (ocornut#2999, ocornut#3521, ocornut#3633)

+ extraded bits of metrics into DebugNodeDockNodeFlags()

* Docking: Reworked node flags saving/inheritance... (ocornut#4292, ocornut#3834, ocornut#3633, ocornut#3521, ocornut#3492, ocornut#3335, ocornut#2999, ocornut#2648)

..so that flags enforced by docked windows via the DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.

* Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking definition of ImGuiDockNodeFlags_NoDockingOverOther which now means "non empty node". (ocornut#3492, ocornut#2648, ocornut#4292)

* Docking: Fixed crash issues using DockBuilderRemoveNode() in some situations. (ocornut#3111, ocornut#3179, ocornut#3203, ocornut#4295)

If the deleted root node isn't part of a dockspace with a central node, it won't be "protected" but removed when last window gets removed.

* Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace.. (ocornut#3203, ocornut#4295)

Which tends to happen when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace on the next frame after the floating window hosting the node has been automatically created.

* Added missing IMGUI_API to GetViewportPlatformMonitor. (ocornut#4309)

* Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (ocornut#787, ocornut#2445, ocornut#2696, ocornut#3751, ocornut#4377)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp

* IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports. Amend 2f40be6. (ocornut#3532)

* Fix BeginDisabled(false), (ocornut#211, ocornut#4452)

* Fix BeginDisabled(false), again, (ocornut#211, ocornut#4452, ocornut#4453) Version 1.84.1

(forced pushed since our earlier versioning didn't sort correctly in github web)

# Conflicts:
#	docs/CHANGELOG.txt

* Backends: GLFW: Fixed unused variable warning for empty assert macro. (ocornut#4459)

* Docking: fixed settings load issue when mouse wheeling. (ocornut#4310)

* Docking: fix 58f5092 (ocornut#4310)

If we clear _ChildWindow flag we must remove it from here otherwise render loop will fail.

* Docking: warning fix for when IM_ASSERT() is empty

* Fixed bad merge of Changelog in docking branch

* Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags.

* Fixed _ChildWindows from leaking docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy and ImGuiHoveredFlags_DockHierarchy.

* Viewports: fixed unnecessary creation of temporary viewports when multiple docked windows got reassigned to a new node (created mid-frame) which already has a HostWindow

* Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.

t would manifest when e.g. reconfiguring dock nodes while dragging.

* Viewports: fix window with viewport ini data immediately merged into a host viewport from leaving a temporary viewport alive for a frame (would leak into backend).

* Fixed IsWindowFocused/IsWindowHovered with _ChildWindows for not following through popup parents (amend 6b1e094, fix ocornut#4527)

* Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame() function.

* Docking: bits.

* Docking: floating node with a central node hides properly when nothing is docked + rename.

* Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.

* Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (ocornut#4547, ocornut#4439)

* Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when called after Begin() on a docked window (ocornut#3851)

Fix ee643b2

* Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopupHierarchy (followup ocornut#4527)

IsWindowFocused: fix flag usage (amend 6b1e094) was technically harmless because of light typing.

* Docking: reinstate io.ConfigDockingWithShift option. (ocornut#4643)

This more or less reverts commit 3ed07a8.

* Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (ocornut#4655, ocornut#4452, ocornut#4453, ocornut#4462)

* Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (ocornut#4656)

* Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0. (ocornut#3152, ocornut#2871)

* Fixed tooltip in own viewport over modal from being incorrectly dimmed. (ocornut#4729)

Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.

* Fixed crash on right-click without modal, introduced by previous commit a3667f4,  (ocornut#4729)

* Viewports: fix missing default per-window value for ParentViewportId due to zero-cleared in-window instance (ocornut#4756)

Broken by 2080d12

* Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace. (ocornut#4757)

* Docking: Fix typo (had no side effect) (ocornut#4778)

Co-authored-by: Mikko Sivulainen <[email protected]>

* Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport + moved EndFrameDrawDimmedBackgrounds() call + removed duplicate code in Begin() already in EndFrameDrawDimmedBackgrounds()

* Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.

* Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.

Fix 718e15c while preserving its intended property. Tested by "docking_window_appearing_layout". (ocornut#2109)

* Docking: internals: extracted rounding corner calculation into reusable CalcRoundingFlagsForRectInRect() function.

* Docking: docked windows honor ImGuiCol_WindowBg. Host window in charge of rendering seams. (ocornut#2700, ocornut#2539 + Docked windows honor display their border properly. (ocornut#2522)

Plus: better support for transparent one in nodes
Side effects: DockContextBindNodeToWindow doesn't alter node->IsVisible.
Side effects: ImDrawList:: _ResetForNewFrame() needs to merge, sane (in case of
(Amended, force-pushed)

* Docking: Amend b16f738 fixed dimming of docked window + removed thin highlight around windows (never worked on docked window, not viewports friendly, hard to move to EndFrame) (ocornut#2700, ocornut#2539, ocornut#2522)

* Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely processed at end of the frame, which will simplify things for an upcoming commit.

(Will backport some of this back to master now.)

* Nav, Docking: Fix dimming on docked windows.

* Nav, Docking: Fix crash on dimming docked window and DockSpaceOverViewport() with PassthruCentralNode.

(amend 1dc3af3, 23ef6c1, 657073a)

* Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. (ocornut#1414, ocornut#2562, ocornut#2807, ocornut#4008, ocornut#4158, ocornut#4375, ocornut#4548, ocornut#4657, ocornut#4796)

  ocornut#4158, ocornut#4375, ocornut#4548, ocornut#4657, ocornut#4796)

* Docking: prevent docking any window created above a popup/modal. (ocornut#4317)

* Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking. (ocornut#3496, ocornut#4797)

* Internals: reduced side-effects of setting window->HiddenFramesForRenderOnly > 0

* Viewports: Fixed a CTRL+TAB crash with viewports enabled (ocornut#4023, ocornut#787) (amend 1dc3af3, 23ef6c1, 657073a)

+ Expose FindHoveredViewportFromPlatformWindowStack() in imgui_internal.h

* Update .gitignore

* Backends: OSX: Fixed typo.

* Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. (ocornut#2625, ocornut#4858)

Amend 790132a (breaking)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp

* IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same way as AddKeyEvent(). (ocornut#4905, ocornut#4858)

* Merge "Backends: SDL: Fix for Emscriptem. Amend 98ce013." + Fix bad merge from master of "is_app_focused" property (Amend 0647ba3)

* Viewports: Fixed active InputText() from preventing viewports to merge. (ocornut#4212)

* Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport. Backends: SDL: Added support for simplified HasMouseHoveredViewport. (ocornut#1542, ocornut#4665)

* IO: added AddMouseViewportEvent() + used in backends.

* Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (ocornut#4792)

* Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)

# Conflicts:
#	imgui.cpp

* Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (ocornut#4960)

* Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows).

* Docking: Tabs use their own identifier (in order to make window->ID refer to whole window in test engine).  Also prevents Tab ID from clashing with "" which was common.

* Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.

Could merge on master.

* Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works under Linux. (ocornut#4960) + Reword tests to help static analysis.

* Docking: fixed potential crash if a passthrough dock node is submitted without a child intermediate (currently not possible via API)

* Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. (Merged from master+ rework for docking)

# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp

* Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize when multi-viewports are disabled. (ocornut#4900)

* Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable when g.ConfigWindowsMoveFromTitleBarOnly is set and multi-viewports are disabled. (ocornut#5044)

* Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (ocornut#5057)

* Backends: SDL: Fix multi-viewport dragging issue with SDL on some systems. (ocornut#5012)

* Backends: SDL: Fix more dragging issues. SDL_CaptureMouse() is essentially broken. (ocornut#5012, ocornut#5082)

master got c5f6721 which is combining f337378 and this commit.

* Windows: Fixed first-time windows appearing in negative coordinates. (ocornut#5215, ocornut#3414)

Regression added in 6af92b0

* Backends: OSX, Metal: Added multi-viewports support. (ocornut#4821, ocornut#2778)

* Backends: OSX, Metal: Amend d111133, tidying up, remove unused, misc tweaks. . (ocornut#4821, ocornut#2778)

* Backends: OSX: Implement ImGui_ImplOSX_ShowWindow(). (ocornut#5299)

* Examples: Apple+OpenGL: Fix build.

* Docking: Fixed moving window being interrupted when undocing a window with "io.ConfigDockingAlwaysTabBar = true". (ocornut#5324)

Regression introduced in 6b77668

* Docking: Fix unhiding tab bar regression. (ocornut#5325, ocornut#5181)

Broken by 9038678

* Misc: Fix custom assertion macro failing to compile imgui.cpp (ocornut#5378)

* Docking: Fixed incorrect focus highlight on docking node when focusing empty central node or a child window which was manually injected into a dockspace window.

* Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport support with Metal backend.

Fixes ocornut#5392 + alignment fixes and removed static_cast<> + Amended with fix.

* Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (ocornut#5401)

Ideally we should untangle the purpose of parent_window_in_stack / ParentWindowInBeginStack better.

* Docking: Amend 24dfebf. Fixed incorrect focus highlight on docking node with nested hierarchies.

* Backends: GLFW: Fixed leftover static variable preventing from changing or reinitializing backend while application is running. (ocornut#4616, ocornut#5434)

* Backends, Viewport: Metal: Pull format from shared context. (ocornut#5403, ocornut#5437)

* Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer  (ocornut#5463, ocornut#4792)

Fix 37958ca

* Docking: Fix docked window contents not rendering when switching with CTRL+Tab.

(regression from 8eb8689).

* Internals: Docking: make DockContextFindNodeByID() more visible (instead of DockBuilderGetNode)

+ using defines for channel changes.

* Docking: Fixed splitting/docking into a node that has buttons amended into tab bar. Windows were not moved correctly. (ocornut#5515)

* Docking: Fixed amending into an existing tab bar from rendering invisible items. (ocornut#5515, amend b16f738 ocornut#2700, ocornut#2539)

Commit b16f738 left us with a "current" channel 0 which seems inadequate. Undoing that, assuming default is always 1, code filling bg color does a switch. Only DockContextEndFrame() leave it at 0 and it's not particularly necessary.

* Docking+Viewports: Fix undocking window node causing parent viewport to become unresponsive. (ocornut#5503)

Amend 67be485, Somehow ties to 58f5092 + 0eb45a0 (ocornut#4310)
Unsure of exact chain of event but this caused a parent link msimatch between the time of the MouseMoving test in AddUpdateViewport() setting _NoInputs on the wrong parent., and the release clearing _NoInputs on the rght one.

* Docking: Simplify logic of moving tabs between nodes. Amends 0abe7d. (ocornut#5515)

The idea is that in the absence of a tab bar, as new one gets created new tabs will be sorted based on window->DockOrder so this may work but we're not 100% sure.

* Docking: Add source dock node parameter DockContextCalcDropPosForDocking() to facilitate test engine (un)docking nodes before they are split out to their own window.
Metrics: Display dock_node->Windows in node metrics.

* Internals: Docking: rename HoveredDockNode to DebugHoveredDockNode to clarify that it isn't usable for much other than debugging.

* Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without NavEnableKeyboard (ocornut#5504, ocornut#4023);

* Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (ocornut#5548)

This incorrect pattern has been mentioned or suggested in: ocornut#4510, ocornut#3355, ocornut#1760, ocornut#1490, ocornut#4152, ocornut#150

# Conflicts:
#	imgui.cpp

* Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (ocornut#5665)

* Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (ocornut#5702)

* Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (ocornut#4468, ocornut#4825, ocornut#4832, ocornut#5127, ocornut#5655, ocornut#5709)

# Conflicts:
#	backends/imgui_impl_opengl3.cpp

* Update imgui_impl_vulkan.h to match martty/imgui

https://github.com/martty/imgui/blob/master/examples/imgui_impl_vulkan.h

* Update imgui_impl_vulkan.cpp to match martty/imgui

https://github.com/martty/imgui/blob/master/examples/imgui_impl_vulkan.cpp

* Viewports: Fix AddMouseViewportEvent() to honor AppAcceptingEvents, filter duplicate, add to debug log.

* Docking: Fixed missing highlight when using dock node host window borders. (ocornut#5702)

Amend 8f43487, 9764adc, 24dfebf

* Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. [changes for docking] (ocornut#5745)

+ TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable.

* Fix for Vulkan validation layer warnings

Fix from: TheCherno@add065f
ocornut#3957

Co-authored-by: ocornut <[email protected]>
Co-authored-by: Sammy Fatnassi <[email protected]>
Co-authored-by: GamingMinds-DanielC <[email protected]>
Co-authored-by: Adam Kewley <[email protected]>
Co-authored-by: Rokas Kupstys <[email protected]>
Co-authored-by: David Maas <[email protected]>
Co-authored-by: CheckmateAt7 <[email protected]>
Co-authored-by: warriormaster12 <[email protected]>
Co-authored-by: Michel Lesoinne <[email protected]>
Co-authored-by: Mikko Sivulainen <[email protected]>
Co-authored-by: Mikko Sivulainen <[email protected]>
Co-authored-by: Dima Koltun <[email protected]>
Co-authored-by: stuartcarnie <[email protected]>
Co-authored-by: omar <[email protected]>
Co-authored-by: Andrej Redeky <[email protected]>
Co-authored-by: Runik <[email protected]>
Co-authored-by: Stephen H. Gerstacker <[email protected]>
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