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Docking: Fix honoring payload filter with overlapping nodes. (we incorrectly over-relied on g.HoveredDockNode when making change for #3398)
Essentially undo part of85a661d
(#3398) + refcf31254
(#3420)
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@ -1296,7 +1296,7 @@ struct ImGuiContext
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ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
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ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiDockNode* HoveredDockNode;
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ImGuiDockNode* HoveredDockNode; // Hovered dock node.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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