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Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
Normally we would aim to ensure that g.Windows[] gets maintained to reflect display layer but it is presently non trivial.
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@ -99,16 +99,6 @@ Other changes:
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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-----------------------------------------------------------------------
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VERSION 1.86 WIP (In Progress)
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-----------------------------------------------------------------------
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Docking+Viewports Branch:
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- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
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- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
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-----------------------------------------------------------------------
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VERSION 1.86 WIP (In Progress)
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-----------------------------------------------------------------------
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@ -154,9 +144,12 @@ Other Changes:
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Docking+Viewports Branch:
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- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
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- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order
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to ensure a window is not parented. Previously this would use the global default (which might be 0,
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but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871)
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- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
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- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
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- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462)
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18
imgui.cpp
18
imgui.cpp
@ -4534,11 +4534,15 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
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}
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}
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// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
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static void AddRootWindowToDrawData(ImGuiWindow* window)
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static inline int GetWindowDisplayLayer(ImGuiWindow* window)
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{
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int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
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AddWindowToDrawData(window, layer);
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return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
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}
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// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
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static inline void AddRootWindowToDrawData(ImGuiWindow* window)
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{
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AddWindowToDrawData(window, GetWindowDisplayLayer(window));
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}
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void ImDrawDataBuilder::FlattenIntoSingleLayer()
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@ -7303,6 +7307,12 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent,
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bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
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{
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ImGuiContext& g = *GImGui;
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// It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
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const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
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if (display_layer_delta != 0)
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return display_layer_delta > 0;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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{
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ImGuiWindow* candidate_window = g.Windows[i];
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