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update viewport flags from window flags every frame
Fixes WindowFlags_NoInputs only being taken in consideration when the viewport is intially created.
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parent
adcc3217c3
commit
64971a8866
1 changed files with 10 additions and 10 deletions
20
imgui.cpp
20
imgui.cpp
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@ -14952,7 +14952,6 @@ static void ImGui::UpdateViewportsEndFrame()
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g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
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}
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// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
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ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -14969,7 +14968,12 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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flags |= ImGuiViewportFlags_NoFocusOnAppearing;
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}
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ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
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ImGuiViewportP* viewport;
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if (window && window->Viewport && window->Viewport->ID == id)
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viewport = window->Viewport;
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else
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viewport = (ImGuiViewportP*)FindViewportByID(id);
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if (viewport)
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{
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// Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
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@ -15111,18 +15115,14 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window)
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{
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
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{
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if (window->Viewport != NULL && window->Viewport->Window == window)
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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}
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else
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else if (window->Viewport && window->Viewport->Window == window)
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{
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window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
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// Merge into host viewport?
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// We cannot test window->ViewportOwned as it set lower in the function.
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// Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
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bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
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if (try_to_merge_into_host_viewport)
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if (!g.MovingWindow || g.MovingWindow->RootWindowDockTree != window || !IsMousePosValid() || g.ActiveId == 0 || g.ActiveIdAllowOverlap)
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UpdateTryMergeWindowIntoHostViewports(window);
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}
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