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Windows: fixed background order of overlapping childs submitted sequentially. (#4493)
Amend 07704496
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@ -42,6 +42,7 @@ Breaking Changes:
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Other Changes:
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- Windows: fixed background order of overlapping childs submitted sequentially. (#4493)
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- InputTextMultiline: Fixed label size not being included into window contents rect unless
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the whole widget is clipped.
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- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
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15
imgui.cpp
15
imgui.cpp
@ -6214,16 +6214,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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}
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// Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
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// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
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// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
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// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
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// We also disabled this when we have dimming overlay behind this specific one child.
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// FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
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// FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
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{
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bool render_decorations_in_parent = false;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
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if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
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{
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// - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
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// - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
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ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
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bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
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bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
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if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
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render_decorations_in_parent = true;
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}
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if (render_decorations_in_parent)
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window->DrawList = parent_window->DrawList;
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2
imgui.h
2
imgui.h
@ -61,7 +61,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.85 WIP"
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#define IMGUI_VERSION_NUM 18408
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#define IMGUI_VERSION_NUM 18409
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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