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mirror of https://github.com/Drezil/imgui.git synced 2024-12-25 09:06:35 +00:00

Viewport: Moved OverlayDrawList to be a per-viewport instead of being global + fix overlay clipping glitch during viewport creation frame + support for software mouse cursor stradding over multiple viewport. The overlay draw list move is rather important as draw lists are not shared among viewports anymore and we can do a swap of their data without copying it. ()

This commit is contained in:
omar 2018-03-22 22:09:42 +01:00
parent 4f112f898e
commit ac8931b2e9
3 changed files with 76 additions and 46 deletions

108
imgui.cpp
View File

@ -600,7 +600,7 @@
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport).
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
@ -2245,10 +2245,11 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
g.OverlayDrawList.AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
g.OverlayDrawList.AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
g.OverlayDrawList.AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
}
else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
{
@ -2256,8 +2257,9 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
if (quadrant == g.NavMoveDir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
g.OverlayDrawList.AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
}
#endif
@ -2691,9 +2693,17 @@ int ImGui::GetFrameCount()
return GImGui->FrameCount;
}
ImDrawList* ImGui::GetOverlayDrawList(ImGuiWindow* window)
{
IM_ASSERT(window && window->Viewport);
return window->Viewport->OverlayDrawList;
}
ImDrawList* ImGui::GetOverlayDrawList()
{
return &GImGui->OverlayDrawList;
ImGuiWindow* window = GImGui->CurrentWindow;
IM_ASSERT(window && window->Viewport);
return window->Viewport->OverlayDrawList;
}
ImDrawListSharedData* ImGui::GetDrawListSharedData()
@ -2946,7 +2956,7 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
{
// Scroll to keep newly navigated item fully into view
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
//GetOverlayDrawList(window)->AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect_rel.Contains(item_rect_rel))
return;
@ -3247,8 +3257,8 @@ static void ImGui::NavUpdate()
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
#endif
}
@ -3592,6 +3602,15 @@ void ImGui::RenderPlatformWindows(void* platform_render_arg, void* renderer_rend
}
}
static void SetupOverlayDrawList(ImDrawList* draw_list, ImGuiViewport* viewport)
{
ImGuiContext& g = *GImGui;
draw_list->Clear();
draw_list->PushTextureID(g.IO.Fonts->TexID);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
@ -3659,16 +3678,13 @@ void ImGui::NewFrame()
g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y);
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
g.OverlayDrawList.Clear();
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
// Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport.
for (int n = 0; n < g.Viewports.Size; n++)
{
g.Viewports[n]->DrawData = NULL;
g.Viewports[n]->DrawDataP.Clear();
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawData = NULL;
viewport->DrawDataP.Clear();
SetupOverlayDrawList(viewport->OverlayDrawList, viewport);
}
// Clear reference to active widget if the widget isn't alive anymore
@ -3983,7 +3999,7 @@ void ImGui::Initialize(ImGuiContext* context)
g.SettingsHandlers.push_front(ini_handler);
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData);
viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
viewport->Idx = 0;
g.Viewports.push_back(viewport);
@ -4047,7 +4063,6 @@ void ImGui::Shutdown(ImGuiContext* context)
for (int i = 0; i < g.Viewports.Size; i++)
IM_DELETE(g.Viewports[i]);
g.Viewports.clear();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
g.InputTextState.Text.clear();
g.InputTextState.InitialText.clear();
@ -4483,17 +4498,25 @@ void ImGui::Render()
ImVec2 offset, size, uv[4];
if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
{
const ImVec2 pos = g.IO.MousePos - offset;
// We need to account for the possibility of the mouse cursor straddling multiple viewports...
const ImVec2 main_pos = g.IO.MousePos - offset;
const ImTextureID tex_id = g.IO.Fonts->TexID;
const float sc = g.Style.MouseCursorScale;
g.OverlayDrawList.PushClipRect(g.MousePosViewport->Pos, g.MousePosViewport->Pos + g.MousePosViewport->Size);
g.OverlayDrawList.PushTextureID(tex_id);
g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
g.OverlayDrawList.PopTextureID();
g.OverlayDrawList.PopClipRect();
for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_n];
ImVec2 pos = (g.MousePosViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MousePosViewport), viewport);
if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc)))
{
ImDrawList* draw_list = viewport->OverlayDrawList;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos+ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
draw_list->AddImage(tex_id, pos+ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
draw_list->AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
draw_list->AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
draw_list->PopTextureID();
}
}
}
// Setup ImDrawData structures for end-user
@ -4502,7 +4525,7 @@ void ImGui::Render()
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], &g.OverlayDrawList);
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], viewport->OverlayDrawList);
SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount;
g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount;
@ -4605,12 +4628,19 @@ ImGuiViewportP* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFl
else
{
// New viewport
viewport = IM_NEW(ImGuiViewportP)();
viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData);
viewport->ID = id;
viewport->Idx = g.Viewports.Size;
viewport->Pos = ImVec2(g.Viewports.back()->GetNextX(), 0.0f);
viewport->Size = size;
g.Viewports.push_back(viewport);
// We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
// 1. We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
// 2. Our ImDrawList system requires that there is always a command, SetupOverlayDrawList() effectively does that by setting up texture and clip rect
g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
SetupOverlayDrawList(viewport->OverlayDrawList, viewport);
}
IM_ASSERT(viewport->Pos.y == 0.0f);
@ -6619,7 +6649,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
if (g.Viewports[viewport_n] != window->Viewport)
g.OverlayDrawList.AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
g.Viewports[viewport_n]->OverlayDrawList->AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
}
// Draw navigation selection/windowing rectangle background
@ -13925,7 +13955,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
struct Funcs
{
static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
{
bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
if (draw_list == ImGui::GetWindowDrawList())
@ -13936,7 +13966,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return;
}
ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list
ImDrawList* overlay_draw_list = viewport->OverlayDrawList; // Render additional visuals into the top-most draw list
if (window && ImGui::IsItemHovered())
overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
@ -14008,7 +14038,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
return;
ImGuiWindowFlags flags = window->Flags;
NodeDrawList(window, window->DrawList, "DrawList");
NodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags,
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
@ -14068,7 +14098,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
ImGui::TreePop();
}
}
@ -14111,8 +14141,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
float font_size = ImGui::GetFontSize() * 2;
g.OverlayDrawList.AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
g.OverlayDrawList.AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
window->Viewport->OverlayDrawList->AddRectFilled(window->PosFloat, window->PosFloat + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
window->Viewport->OverlayDrawList->AddText(NULL, font_size, window->PosFloat, IM_COL32(255, 255, 255, 255), buf);
}
}
}

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@ -502,7 +502,7 @@ namespace ImGui
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, it covers all viewports. useful to quickly draw overlays shapes/text
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered. it covers the entire current viewport. useful to quickly draw overlays shapes/text
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)

View File

@ -517,11 +517,13 @@ struct ImGuiViewportP : public ImGuiViewport
int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef
ImGuiID LastNameHash;
ImGuiWindow* Window;
ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder;
ImVec2 RendererLastSize;
ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; DrawData = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); }
ImGuiViewportP(ImDrawListSharedData* draw_list_shared_data) { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; OverlayDrawList = IM_NEW(ImDrawList)(draw_list_shared_data); OverlayDrawList->_OwnerName = "##Overlay"; RendererLastSize = ImVec2(-1.0f,-1.0f); }
~ImGuiViewportP() { IM_DELETE(OverlayDrawList); }
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; }
};
@ -634,7 +636,7 @@ struct ImGuiContext
// Viewports
ImVector<ImGuiViewportP*> Viewports;
ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed)
ImGuiViewportP* CurrentViewport;
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MousePosViewport;
ImGuiViewportP* MousePosPrevViewport;
ImGuiViewportP* MouseHoveredPrevViewport;
@ -676,7 +678,6 @@ struct ImGuiContext
// Render
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;
// Drag and Drop
@ -731,7 +732,7 @@ struct ImGuiContext
int WantTextInputNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
ImGuiContext(ImFontAtlas* shared_font_atlas)
{
Initialized = false;
Font = NULL;
@ -794,8 +795,6 @@ struct ImGuiContext
NavMoveDir = NavMoveDirLast = ImGuiDir_None;
ModalWindowDarkeningRatio = 0.0f;
OverlayDrawList._Data = &DrawListSharedData;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
DragDropActive = false;
@ -1097,6 +1096,7 @@ namespace ImGui
IMGUI_API void PopItemFlag();
IMGUI_API void SetCurrentFont(ImFont* font);
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiWindow* window);
IMGUI_API void OpenPopupEx(ImGuiID id);
IMGUI_API void ClosePopup(ImGuiID id);