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	Internals: Backport HoveredWindowUnderMovingWindow code from Docking branch.
(effectively allowing a window to be a drag payload without have to make it _NoInputs)
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								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
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								imgui.cpp
									
									
									
									
									
								
							@@ -3593,15 +3593,14 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
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    FindHoveredWindow();
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    // Modal windows prevents cursor from hovering behind them.
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    // Modal windows prevents mouse from hovering behind them.
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    ImGuiWindow* modal_window = GetTopMostPopupModal();
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    if (modal_window)
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        if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
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            g.HoveredRootWindow = g.HoveredWindow = NULL;
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    if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
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        g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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    // Disabled mouse?
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    if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
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        g.HoveredWindow = g.HoveredRootWindow = NULL;
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        g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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    // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
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    int mouse_earliest_button_down = -1;
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@@ -3621,7 +3620,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
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    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
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    if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
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        g.HoveredWindow = g.HoveredRootWindow = NULL;
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        g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
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    if (g.WantCaptureMouseNextFrame != -1)
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@@ -3935,7 +3934,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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    g.CurrentWindowStack.clear();
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    g.WindowsById.Clear();
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    g.NavWindow = NULL;
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    g.HoveredWindow = g.HoveredRootWindow = NULL;
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    g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
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    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
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    g.MovingWindow = NULL;
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    g.ColorModifiers.clear();
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@@ -4274,6 +4273,7 @@ static void FindHoveredWindow()
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    ImGuiContext& g = *GImGui;
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    ImGuiWindow* hovered_window = NULL;
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    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
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    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
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        hovered_window = g.MovingWindow;
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@@ -4306,16 +4306,17 @@ static void FindHoveredWindow()
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                continue;
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        }
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        // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
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        if (hovered_window == NULL)
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            hovered_window = window;
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        if (hovered_window)
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        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
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            hovered_window_ignoring_moving_window = window;
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        if (hovered_window && hovered_window_ignoring_moving_window)
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            break;
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    }
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    g.HoveredWindow = hovered_window;
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    g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
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    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
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}
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// Test if mouse cursor is hovering given rectangle
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@@ -9145,6 +9146,7 @@ void ImGui::NavUpdateWindowingOverlay()
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    PopStyleVar();
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}
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//-----------------------------------------------------------------------------
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// [SECTION] DRAG AND DROP
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//-----------------------------------------------------------------------------
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@@ -9334,7 +9336,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
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        return false;
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    ImGuiWindow* window = g.CurrentWindow;
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    if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
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    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
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        return false;
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    IM_ASSERT(id != 0);
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    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
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@@ -9362,7 +9365,8 @@ bool ImGui::BeginDragDropTarget()
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    ImGuiWindow* window = g.CurrentWindow;
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    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
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        return false;
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    if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
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    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
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        return false;
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    const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
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@@ -10584,6 +10588,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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        const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
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        ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
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        ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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        ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
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        ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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        ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
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        ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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@@ -1136,6 +1136,7 @@ struct ImGuiContext
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    ImGuiWindow*            CurrentWindow;                      // Window being drawn into
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    ImGuiWindow*            HoveredWindow;                      // Will catch mouse inputs
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    ImGuiWindow*            HoveredRootWindow;                  // Will catch mouse inputs (for focus/move only)
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    ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actually 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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@@ -1342,6 +1343,7 @@ struct ImGuiContext
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        CurrentWindow = NULL;
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        HoveredWindow = NULL;
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        HoveredRootWindow = NULL;
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        HoveredWindowUnderMovingWindow = NULL;
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        MovingWindow = NULL;
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        WheelingWindow = NULL;
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        WheelingWindowTimer = 0.0f;
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