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After enabling ConfigViewportsNoDecoration, the mouse coordinates move down #5320

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mtosdjs opened this issue May 17, 2022 · 4 comments
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@mtosdjs
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mtosdjs commented May 17, 2022

Platform: Linux-ubuntu
Backend: glfw+OpenGL3
branch:docking
Hello, after I use the following two flags, I open the glfw native window in the imgui tab, but when it starts, the mouse will be vertically offset by a height of the glfw title bar

    io.ConfigViewportsNoAutoMerge = true; 
    io.ConfigViewportsNoDecoration = false; 

When I want to click on the green circle, I need to move the mouse to the position of the red circle
image

Please how do I go about solving it

@ocornut
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ocornut commented May 17, 2022

Hello,
Is that the same as #3898 ? @rokups may look into it.

@mtosdjs
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mtosdjs commented May 17, 2022

Yes, I saw them the same

@rokups
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rokups commented May 18, 2022

but when it starts, the mouse will be vertically offset by a height of the glfw title bar

I can not replicate that, tested on both 18.04 and 22.04. Application always starts in a valid state for me, meaning it correctly reacts to mouse inputs. However dragging it to some desktop panel by holding on to window background indeed produces condition mentioned in #3898 where actual window position and viewport position tracked by imgui desync. Here is a quick workaround:

// Apply Position and Size (from ImGui to Platform/Renderer backends)
if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
{
    g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
    viewport->Pos = g.PlatformIO.Platform_GetWindowPos(viewport);  //
    if (viewport->Window)                                          // Workaround code
        viewport->Window->Pos = viewport->Pos;                     //
}

It only works for GLFW, however. SDL tries to be smart and caches position we set from API and thus does react when platform does not set a requested window position. In theory, same issue should surface with window resizing, but we have more issues on that front (resizing from left grip its totally broken), so i ignored it for now.

@mtosdjs
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mtosdjs commented May 18, 2022

hello
Thank you for your reply, but it still doesn't work when I test it here, maybe because I need to set the main viewport to be hidden. The following is my example code. I'm using ubuntu 18.04 here.

#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

static void glfw_error_callback(int error, const char *description)
{
    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

int main(int, char **)
{
    // Setup window
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;

        // Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
    // GL ES 2.0 + GLSL 100
    const char *glsl_version = "#version 100";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
    // GL 3.2 + GLSL 150
    const char *glsl_version = "#version 150";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);           // Required on Mac
#else
    // GL 3.0 + GLSL 130
    const char *glsl_version = "#version 130";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    // glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    // glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
#endif
    glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
    glfwWindowHint(GLFW_VISIBLE, 0);
    // Create window with graphics context
    GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
    if (window == NULL)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO &io = ImGui::GetIO();
    (void)io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;     // Enable Docking
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;   // Enable Multi-Viewport / Platform Windows

    io.ConfigDockingWithShift = false;
    io.ConfigViewportsNoAutoMerge = true;
    io.ConfigViewportsNoDecoration = false;

    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
    // Setup Dear ImGui style
    ImGui::StyleColorsDark();
    // ImGui::StyleColorsClassic();

    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
    ImGuiStyle &style = ImGui::GetStyle();
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
    {
        style.WindowRounding = 0.0f;
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
    }

    // Setup Platform/Renderer backends
    ImGui_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init(glsl_version);

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Read 'docs/FONTS.md' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    // io.Fonts->AddFontDefault();
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    // IM_ASSERT(font != NULL);

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    while (!glfwWindowShouldClose(window))
    {
        // Poll and handle events (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        glfwPollEvents();

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
        {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");          // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);             // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
            ImGui::End();
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        // 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 (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            GLFWwindow *backup_current_context = glfwGetCurrentContext();
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
            glfwMakeContextCurrent(backup_current_context);
        }

        glfwSwapBuffers(window);
    }

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}

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