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# Conflicts: # imgui.cpp
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12
imgui.cpp
12
imgui.cpp
@ -2476,7 +2476,7 @@ bool ImGuiListClipper::Step()
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IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
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ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart);
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float affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
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bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
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if (affected_by_floating_point_precision)
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ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
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@ -4456,13 +4456,13 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
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// Draw behind window by moving the draw command at the FRONT of the draw list
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{
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ImDrawList* draw_list = window->RootWindow->DrawList;
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draw_list->AddDrawCmd();
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draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
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draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
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ImDrawCmd cmd = draw_list->CmdBuffer.back();
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IM_ASSERT(cmd.ElemCount == 6);
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draw_list->CmdBuffer.pop_back();
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draw_list->CmdBuffer.push_front(cmd);
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draw_list->PopClipRect();
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}
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}
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@ -4608,6 +4608,10 @@ void ImGui::Render()
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
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}
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// Draw modal/window whitening backgrounds
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if (first_render_of_frame)
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RenderDimmedBackgrounds();
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// Add ImDrawList to render
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ImGuiWindow* windows_to_render_top_most[2];
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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@ -4623,10 +4627,6 @@ void ImGui::Render()
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if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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// Draw modal/window whitening backgrounds
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if (first_render_of_frame)
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RenderDimmedBackgrounds();
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// Setup ImDrawData structures for end-user
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
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for (int n = 0; n < g.Viewports.Size; n++)
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