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)

docking
omar 7 years ago
parent 2bd0ee27f0
commit 4649bf042e

@ -727,10 +727,6 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImGuiWindowSettings* AddWindowSettings(const char* name);
static void LoadIniSettingsFromDisk(const char* ini_filename);
@ -4369,25 +4365,24 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
out_list->push_back(draw_list);
}
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window)
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
AddDrawListToDrawData(out_list, window->DrawList);
AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Active && child->HiddenFrames == 0) // clipped children may have been marked not active
AddWindowToDrawData(out_list, child);
if (child->Active && child->HiddenFrames == 0) // Clipped children may have been marked not active
AddWindowToDrawData(child, layer);
}
}
static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToDrawData(&window->Viewport->DrawDataBuilder.Layers[1], window);
else
AddWindowToDrawData(&window->Viewport->DrawDataBuilder.Layers[0], window);
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
AddWindowToDrawData(window, layer);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@ -4564,10 +4559,10 @@ void ImGui::Render()
{
ImGuiWindow* window = g.Windows[n];
if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
AddWindowToDrawDataSelectLayer(window);
AddRootWindowToDrawData(window);
}
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
AddWindowToDrawDataSelectLayer(window_to_render_front_most);
AddRootWindowToDrawData(window_to_render_front_most);
// Draw software mouse cursor if requested
ImVec2 offset, size, uv[4];
@ -12160,6 +12155,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
if (menu_is_open)
{
// 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)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
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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