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https://github.com/Drezil/imgui.git
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Docking: docked windows honor ImGuiCol_WindowBg. Host window in charge of rendering seams. (#2700, #2539 + Docked windows honor display their border properly. (#2522)
Plus: better support for transparent one in nodes Side effects: DockContextBindNodeToWindow doesn't alter node->IsVisible. Side effects: ImDrawList:: _ResetForNewFrame() needs to merge, sane (in case of (Amended, force-pushed)
This commit is contained in:
parent
bf80204e63
commit
b16f738d04
@ -158,6 +158,8 @@ Docking+Viewports Branch:
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- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
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- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace
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when unrelated windows submitted before the dockspace have dynamic visibility. (#4757)
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- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539)
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- Docking, Style: Docked windows honor display their border properly. (#2522)
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- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.
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- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
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- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order
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94
imgui.cpp
94
imgui.cpp
@ -4528,6 +4528,8 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = window->Viewport;
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g.IO.MetricsRenderWindows++;
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if (window->Flags & ImGuiWindowFlags_DockNodeHost)
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window->DrawList->ChannelsMerge();
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
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for (int i = 0; i < window->DC.ChildWindows.Size; i++)
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{
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@ -4709,6 +4711,9 @@ void ImGui::EndFrame()
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// Update navigation: CTRL+Tab, wrap-around requests
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NavEndFrame();
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// Update docking
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DockContextEndFrame(&g);
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SetCurrentViewport(NULL, NULL);
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// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
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@ -5653,11 +5658,11 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
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return size_final;
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}
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static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
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static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
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{
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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return ImGuiCol_PopupBg;
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if (flags & ImGuiWindowFlags_ChildWindow)
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if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
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return ImGuiCol_ChildBg;
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return ImGuiCol_WindowBg;
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}
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@ -5950,7 +5955,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
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is_docking_transparent_payload = true;
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
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if (window->ViewportOwned)
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{
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// No alpha
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@ -5976,8 +5981,21 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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if (override_alpha)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
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}
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
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// Render, for docked windows and host windows we ensure bg goes before decorations
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ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
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if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
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bg_draw_list->ChannelsSetCurrent(0);
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if (window->DockIsActive)
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window->DockNode->LastBgColor = bg_col;
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bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
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if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
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bg_draw_list->ChannelsSetCurrent(1);
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}
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if (window->DockIsActive)
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window->DockNode->IsBgDrawnThisFrame = true;
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// Title bar
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// (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
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@ -6346,6 +6364,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->IDStack.resize(1);
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window->DrawList->_ResetForNewFrame();
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window->DC.CurrentTableIdx = -1;
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if (flags & ImGuiWindowFlags_DockNodeHost)
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{
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window->DrawList->ChannelsSplit(2);
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window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later
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}
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// Restore buffer capacity when woken from a compacted state, to avoid
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if (window->MemoryCompacted)
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@ -12786,6 +12809,9 @@ void ImGui::DestroyPlatformWindows()
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// | BeginDockableDragDropTarget()
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// | - DockNodePreviewDockRender()
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//-----------------------------------------------------------------------------
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// - EndFrame()
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// | DockContextEndFrame()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Docking: Internal Types
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@ -12940,6 +12966,7 @@ namespace ImGui
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// - DockContextRebuildNodes()
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// - DockContextNewFrameUpdateUndocking()
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// - DockContextNewFrameUpdateDocking()
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// - DockContextEndFrame()
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// - DockContextFindNodeByID()
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// - DockContextBindNodeToWindow()
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// - DockContextGenNodeID()
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@ -13075,6 +13102,22 @@ void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
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DockNodeUpdate(node);
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}
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void ImGui::DockContextEndFrame(ImGuiContext* ctx)
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{
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// Draw backgrounds of node missing their window
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ImGuiContext& g = *ctx;
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ImGuiDockContext* dc = &g.DockContext;
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for (int n = 0; n < dc->Nodes.Data.Size; n++)
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if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
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if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
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{
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ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
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ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
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node->HostWindow->DrawList->ChannelsSetCurrent(0);
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node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
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}
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}
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static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
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{
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return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
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@ -13592,6 +13635,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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SplitAxis = ImGuiAxis_None;
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State = ImGuiDockNodeState_Unknown;
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LastBgColor = IM_COL32_WHITE;
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HostWindow = VisibleWindow = NULL;
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CentralNode = OnlyNodeWithWindows = NULL;
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CountNodeWithWindows = 0;
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@ -13603,6 +13647,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id)
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AuthorityForViewport = ImGuiDataAuthority_Auto;
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IsVisible = true;
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IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
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IsBgDrawnThisFrame = false;
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WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
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}
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@ -14044,6 +14089,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(node->LastFrameActive != g.FrameCount);
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node->LastFrameAlive = g.FrameCount;
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node->IsBgDrawnThisFrame = false;
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node->CentralNode = node->OnlyNodeWithWindows = NULL;
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if (node->IsRootNode())
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@ -14186,6 +14232,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
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window_flags |= ImGuiWindowFlags_NoTitleBar;
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SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
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PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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Begin(window_label, NULL, window_flags);
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PopStyleVar();
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@ -14224,15 +14271,6 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window)
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node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID;
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// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
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// _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
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if (render_dockspace_bg)
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{
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host_window->DrawList->ChannelsSplit(2);
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host_window->DrawList->ChannelsSetCurrent(1);
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}
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// Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
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ImGuiDockNode* central_node = node->CentralNode;
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const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
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@ -14265,15 +14303,25 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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// Update position/size, process and draw resizing splitters
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if (node->IsRootNode() && host_window)
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{
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host_window->DrawList->ChannelsSetCurrent(1);
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DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
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DockNodeTreeUpdateSplitter(node);
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}
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// Draw empty node background (currently can only be the Central Node)
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if (host_window && node->IsEmpty() && node->IsVisible && !(node_flags & ImGuiDockNodeFlags_PassthruCentralNode))
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host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg));
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if (host_window && node->IsEmpty() && node->IsVisible)
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{
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host_window->DrawList->ChannelsSetCurrent(0);
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node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
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if (node->LastBgColor != 0)
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host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
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node->IsBgDrawnThisFrame = true;
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}
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// Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
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// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
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// _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
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const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
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if (render_dockspace_bg && node->IsVisible)
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{
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host_window->DrawList->ChannelsSetCurrent(0);
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@ -14281,10 +14329,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
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else
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host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
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host_window->DrawList->ChannelsMerge();
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}
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// Draw and populate Tab Bar
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if (host_window)
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host_window->DrawList->ChannelsSetCurrent(1);
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if (host_window && node->Windows.Size > 0)
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{
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DockNodeUpdateTabBar(node, host_window);
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@ -14319,9 +14368,15 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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// Render outer borders last (after the tab bar)
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if (node->IsRootNode())
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{
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host_window->DrawList->ChannelsSetCurrent(1);
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RenderWindowOuterBorders(host_window);
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}
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// Further rendering (= hosted windows background) will be drawn on layer 0
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host_window->DrawList->ChannelsSetCurrent(0);
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}
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// End host window
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if (beginned_into_host_window) //-V1020
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End();
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@ -15330,7 +15385,8 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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float cur_size_1 = child_1->Size[axis];
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float min_size_0 = resize_limits[0] - child_0->Pos[axis];
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float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
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if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER))
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ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
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if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
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{
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if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
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{
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@ -16061,7 +16117,9 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu
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}
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// Add window to node
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bool node_was_visible = node->IsVisible;
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DockNodeAddWindow(node, window, true);
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node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
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IM_ASSERT(node == window->DockNode);
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return node;
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}
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@ -412,6 +412,8 @@ void ImDrawList::_ResetForNewFrame()
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
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if (_Splitter._Count > 1)
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_Splitter.Merge(this);
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CmdBuffer.resize(0);
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IdxBuffer.resize(0);
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@ -1432,6 +1432,7 @@ struct IMGUI_API ImGuiDockNode
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ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
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ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
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ImGuiWindowClass WindowClass; // [Root node only]
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ImU32 LastBgColor;
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ImGuiWindow* HostWindow;
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ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
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@ -1449,6 +1450,7 @@ struct IMGUI_API ImGuiDockNode
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ImGuiDataAuthority AuthorityForViewport :3;
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bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
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bool IsFocused :1;
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bool IsBgDrawnThisFrame :1;
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bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
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bool HasWindowMenuButton :1;
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bool HasCentralNodeChild :1;
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@ -2828,6 +2830,7 @@ namespace ImGui
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IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
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IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
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IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
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IMGUI_API void DockContextEndFrame(ImGuiContext* ctx);
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IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
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IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
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IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
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@ -3005,7 +3008,7 @@ namespace ImGui
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IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
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IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
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IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
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IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
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IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
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IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
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IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
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IMGUI_API void TreePushOverrideID(ImGuiID id);
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@ -1435,7 +1435,7 @@ void ImGui::Separator()
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}
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// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
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bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
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bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -1487,7 +1487,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
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}
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}
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// Render
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// Render at new position
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if (bg_col & IM_COL32_A_MASK)
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window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
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