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Windows: tidying up skipitems logic at end of Begin(), normally should be no meaningful side-effect.
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parent
bc3c6e74e6
commit
4e4042bc33
13
imgui.cpp
13
imgui.cpp
@ -6915,18 +6915,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update visibility
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if (first_begin_of_the_frame)
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{
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if (flags & ImGuiWindowFlags_ChildWindow)
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
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{
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
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{
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const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (!g.LogEnabled && !nav_request)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesCanSkipItems = 1;
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}
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const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (!g.LogEnabled && !nav_request)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesCanSkipItems = 1;
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// Hide along with parent or if parent is collapsed
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if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
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