Viewport: Render: Fix draw list build code to allow child windows to be in a different viewports (which will happen with e.g. extruding menus). (#1542)
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2bd0ee27f0
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4649bf042e
26
imgui.cpp
26
imgui.cpp
@ -727,10 +727,6 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
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static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static ImGuiWindowSettings* AddWindowSettings(const char* name);
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static void LoadIniSettingsFromDisk(const char* ini_filename);
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@ -4369,25 +4365,24 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
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out_list->push_back(draw_list);
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}
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window)
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static void AddWindowToDrawData(ImGuiWindow* window, int layer)
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{
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AddDrawListToDrawData(out_list, window->DrawList);
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AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList);
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for (int i = 0; i < window->DC.ChildWindows.Size; i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Active && child->HiddenFrames == 0) // clipped children may have been marked not active
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AddWindowToDrawData(out_list, child);
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if (child->Active && child->HiddenFrames == 0) // Clipped children may have been marked not active
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AddWindowToDrawData(child, layer);
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}
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}
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static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
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// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
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static void AddRootWindowToDrawData(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToDrawData(&window->Viewport->DrawDataBuilder.Layers[1], window);
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else
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AddWindowToDrawData(&window->Viewport->DrawDataBuilder.Layers[0], window);
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int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
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AddWindowToDrawData(window, layer);
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}
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void ImDrawDataBuilder::FlattenIntoSingleLayer()
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@ -4564,10 +4559,10 @@ void ImGui::Render()
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{
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ImGuiWindow* window = g.Windows[n];
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if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
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AddWindowToDrawDataSelectLayer(window);
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AddRootWindowToDrawData(window);
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}
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if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(window_to_render_front_most);
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AddRootWindowToDrawData(window_to_render_front_most);
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// Draw software mouse cursor if requested
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ImVec2 offset, size, uv[4];
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@ -12160,6 +12155,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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if (menu_is_open)
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{
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// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
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SetNextWindowPos(popup_pos, ImGuiCond_Always);
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ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
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menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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