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Added ImGuiWindowFlags_NoInputs for input-passthru window
Would be more useful with finer control over display layer
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2 changed files with 7 additions and 1 deletions
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@ -2902,6 +2902,8 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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ImGuiWindow* window = g.Windows[i];
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if (!window->Active)
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continue;
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if (window->Flags & ImGuiWindowFlags_NoInputs)
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continue;
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if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
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continue;
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@ -3631,6 +3633,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
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IM_ASSERT(name != NULL); // Must pass a name
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if (flags & ImGuiWindowFlags_NoInputs)
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flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
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// Find or create
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bool window_is_new = false;
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ImGuiWindow* window = FindWindowByName(name);
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