Add multi-window support to GUI with shared buffer list and improved input handling
- Introduced support for multiple windows, sharing the primary editor's buffer list. - Added `GUIFrontend::OpenNewWindow_` for creating secondary windows with independent dimensions and input handlers. - Redesigned `WindowState` to encapsulate per-window attributes (dimensions, renderer, input, etc.). - Updated input processing and command execution to route events based on active window, preserving window-level states. - Enhanced SDL2 and ImGui integration for proper context management across multiple windows. - Increased robustness by handling window closing, resizing, and cleanup of secondary windows without affecting the primary editor. - Updated documentation and key bindings for multi-window operations (e.g., Cmd+N / Ctrl+Shift+N). - Version updated to 1.8.0 to reflect the major GUI enhancement.
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@@ -2,10 +2,14 @@
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* GUIFrontend - couples ImGuiInputHandler + GUIRenderer and owns SDL2/ImGui lifecycle
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*/
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#pragma once
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#include <memory>
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#include <vector>
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#include "Frontend.h"
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#include "GUIConfig.h"
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#include "ImGuiInputHandler.h"
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#include "ImGuiRenderer.h"
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#include "Editor.h"
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struct SDL_Window;
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@@ -24,13 +28,25 @@ public:
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void Shutdown() override;
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private:
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// Per-window state
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struct WindowState {
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SDL_Window *window = nullptr;
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SDL_GLContext gl_ctx = nullptr;
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ImGuiInputHandler input{};
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ImGuiRenderer renderer{};
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Editor editor{};
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int width = 1280;
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int height = 800;
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bool alive = true;
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};
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// Open a new secondary window sharing the primary editor's buffer list.
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// Returns false if window creation fails.
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bool OpenNewWindow_(Editor &primary);
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static bool LoadGuiFont_(const char *path, float size_px);
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GUIConfig config_{};
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ImGuiInputHandler input_{};
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ImGuiRenderer renderer_{};
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SDL_Window *window_ = nullptr;
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SDL_GLContext gl_ctx_ = nullptr;
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int width_ = 1280;
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int height_ = 800;
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};
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// Primary window (index 0 in windows_); created during Init.
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std::vector<std::unique_ptr<WindowState> > windows_;
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};
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