From 5ea6e80da155e45d7e94b917966adb85fe992e3c Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Nov 2017 22:20:40 +0100 Subject: [PATCH 1/8] Make it possible to use SetNextWindowPos() on a child window. Useful internally. --- imgui.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index eef43a4fd..f52505bfe 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4293,7 +4293,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->SizeFull = CalcSizeFullWithConstraint(window, window->SizeFull); window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) + { + IM_ASSERT(window_size_set_by_api); // Submitted by BeginChild() window->Size = window->SizeFull; + } // SCROLLBAR STATUS @@ -4316,11 +4319,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->OrderWithinParent = parent_window->DC.ChildWindows.Size; parent_window->DC.ChildWindows.push_back(window); } - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) - { - IM_ASSERT(window_size_set_by_api); // Submitted by BeginChild() + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api) window->Pos = window->PosFloat = parent_window->DC.CursorPos; - } const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0); if (window_pos_with_pivot) From f5bdf443c9436c3585537bd6637a4bbbaa6be26f Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Nov 2017 22:37:43 +0100 Subject: [PATCH 2/8] Minor comments, tweaks --- imgui.cpp | 9 ++------- imgui.h | 4 ++-- imgui_draw.cpp | 37 +++++++++++++++++++------------------ 3 files changed, 23 insertions(+), 27 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f52505bfe..1a5ac52c3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1375,13 +1375,8 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* //----------------------------------------------------------------------------- // ImGuiStorage -//----------------------------------------------------------------------------- - // Helper: Key->value storage -void ImGuiStorage::Clear() -{ - Data.clear(); -} +//----------------------------------------------------------------------------- // std::lower_bound but without the bullshit static ImVector::iterator LowerBound(ImVector& data, ImGuiID key) @@ -1651,7 +1646,7 @@ void ImGuiTextBuffer::append(const char* fmt, ...) } //----------------------------------------------------------------------------- -// ImGuiSimpleColumns +// ImGuiSimpleColumns (internal use only) //----------------------------------------------------------------------------- ImGuiSimpleColumns::ImGuiSimpleColumns() diff --git a/imgui.h b/imgui.h index 162ded07c..42098322d 100644 --- a/imgui.h +++ b/imgui.h @@ -1050,7 +1050,7 @@ struct ImGuiStorage { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; @@ -1059,7 +1059,7 @@ struct ImGuiStorage // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. - IMGUI_API void Clear(); + void Clear() { Data.clear(); } IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; IMGUI_API void SetInt(ImGuiID key, int val); IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index cea664521..1b173e859 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -264,7 +264,7 @@ void ImDrawList::ClearFreeMemory() _Channels.clear(); } -// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode +// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds #define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect) #define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL) @@ -388,7 +388,7 @@ void ImDrawList::ChannelsSplit(int channels_count) _Channels.resize(channels_count); _ChannelsCount = channels_count; - // _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer + // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer memset(&_Channels[0], 0, sizeof(ImDrawChannel)); @@ -1208,7 +1208,7 @@ ImFontConfig::ImFontConfig() const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; -const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX" "..- -X.....X- X.X - X.X -X.....X - X.....X" @@ -1239,6 +1239,19 @@ const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF " - XX XX - " }; +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE +}; + + ImFontAtlas::ImFontAtlas() { TexID = NULL; @@ -1784,26 +1797,14 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y); // Setup mouse cursors - const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] = - { - // Pos ........ Size ......... Offset ...... - { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow - { ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput - { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move - { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS - { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW - { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW - { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE - }; - for (int type = 0; type < ImGuiMouseCursor_Count_; type++) { ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type]; - ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y); - const ImVec2 size = cursor_datas[type][1]; + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][0] + ImVec2((float)r.X, (float)r.Y); + const ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][1]; cursor_data.Type = type; cursor_data.Size = size; - cursor_data.HotOffset = cursor_datas[type][2]; + cursor_data.HotOffset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][2]; cursor_data.TexUvMin[0] = (pos) * tex_uv_scale; cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; From 9b82d9fbef1f8897503c035fe73753ab5557be67 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Nov 2017 23:11:36 +0100 Subject: [PATCH 3/8] Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. --- imgui.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 1a5ac52c3..5b907ac90 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4782,10 +4782,12 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) // Render const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); + ImRect grab_rect; if (horizontal) - window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); else - window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); } // Moving window to front of display (which happens to be back of our sorted list) From f36037b3845d45c445e75688b66bc4c85032dee6 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Nov 2017 23:38:17 +0100 Subject: [PATCH 4/8] Menu: Fixed minor rendering issues on the right size with rounded window when resizing a window small. --- imgui.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 5b907ac90..19eeda3a4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9187,10 +9187,12 @@ bool ImGui::BeginMenuBar() if (!(window->Flags & ImGuiWindowFlags_MenuBar)) return false; + ImGuiContext& g = *GImGui; IM_ASSERT(!window->DC.MenuBarAppending); BeginGroup(); // Save position PushID("##menubar"); ImRect rect = window->MenuBarRect(); + rect.Max.x = ImMax(rect.Min.x, rect.Max.x - g.Style.WindowRounding); PushClipRect(ImVec2(ImFloor(rect.Min.x+0.5f), ImFloor(rect.Min.y + window->BorderSize + 0.5f)), ImVec2(ImFloor(rect.Max.x+0.5f), ImFloor(rect.Max.y+0.5f)), false); window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; @@ -9241,6 +9243,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestPopupWindowPos() in Begin() popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); From e9a7e73bbaacec886f9b39130428b81b7f95bf16 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Nov 2017 23:42:18 +0100 Subject: [PATCH 5/8] Windows with MenuBar have a larger minimum height to avoid artefacts (I fixed most of the vertical/horizontal artefacts, but the ones in rounded corners were too hard to fix). --- imgui.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 19eeda3a4..088012bbc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4012,7 +4012,10 @@ static ImVec2 CalcSizeFullWithConstraint(ImGuiWindow* window, ImVec2 new_size) } } if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } return new_size; } From 7c4be0a000abfc6645f56f654794473d5d358940 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 16 Nov 2017 13:11:16 +0100 Subject: [PATCH 6/8] Internals: Added BringWindowToFront(), BringWindowToBack() helpers. --- imgui.cpp | 43 ++++++++++++++++++++++++++++++++----------- imgui_internal.h | 2 ++ 2 files changed, 34 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 088012bbc..6d5b6bc9a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4793,7 +4793,35 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); } -// Moving window to front of display (which happens to be back of our sorted list) +void ImGui::BringWindowToFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows.back() == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + g.Windows.erase(g.Windows.begin() + i); + g.Windows.push_back(window); + break; + } +} + +void ImGui::BringWindowToBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) void ImGui::FocusWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -4805,7 +4833,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) if (!window) return; - // And move its root window to the top of the pile + // Move the root window to the top of the pile if (window->RootWindow) window = window->RootWindow; @@ -4815,15 +4843,8 @@ void ImGui::FocusWindow(ImGuiWindow* window) ClearActiveID(); // Bring to front - if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - g.Windows.erase(g.Windows.begin() + i); - break; - } - g.Windows.push_back(window); + if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) + BringWindowToFront(window); } void ImGui::FocusPreviousWindow() diff --git a/imgui_internal.h b/imgui_internal.h index 85eced9d3..be8d84d8a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -779,6 +779,8 @@ namespace ImGui IMGUI_API ImGuiWindow* GetParentWindow(); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void BringWindowToFront(ImGuiWindow* window); + IMGUI_API void BringWindowToBack(ImGuiWindow* window); IMGUI_API void Initialize(); IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead! From 4ad414c8d45493f6282997c7930d1b7737ff9a63 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Nov 2017 23:25:13 +0100 Subject: [PATCH 7/8] Internals: Window: Store whether the windows has a close button (we need that info for window/tabs dropping preview calculation) --- imgui.cpp | 2 ++ imgui_internal.h | 1 + 2 files changed, 3 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 6d5b6bc9a..9154c7bf1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1800,6 +1800,7 @@ ImGuiWindow::ImGuiWindow(const char* name) Collapsed = false; SkipItems = false; Appearing = false; + CloseButton = false; BeginCount = 0; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; @@ -4130,6 +4131,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1); window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + window->CloseButton = (p_open != NULL); // Process SetNextWindow***() calls bool window_pos_set_by_api = false, window_size_set_by_api = false; diff --git a/imgui_internal.h b/imgui_internal.h index be8d84d8a..6a081dfb6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -700,6 +700,7 @@ struct IMGUI_API ImGuiWindow bool Collapsed; // Set when collapsing window to become only title-bar bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool CloseButton; // Set when the window has a close button (p_open != NULL) int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; From 29d962069d3b90478244a398bb1754195f5b0ece Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Nov 2017 22:15:50 +0100 Subject: [PATCH 8/8] Internals: Updating condition/allow flags with a function. --- imgui.cpp | 25 ++++++++++++------------- 1 file changed, 12 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 9154c7bf1..832904baf 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3918,6 +3918,13 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, return pos; } +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + ImGuiWindow* ImGui::FindWindowByName(const char* name) { ImGuiContext& g = *GImGui; @@ -3949,15 +3956,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl ImGuiIniData* settings = FindWindowSettings(name); if (!settings) - { settings = AddWindowSettings(name); - } else - { - window->SetWindowPosAllowFlags &= ~ImGuiCond_FirstUseEver; - window->SetWindowSizeAllowFlags &= ~ImGuiCond_FirstUseEver; - window->SetWindowCollapsedAllowFlags &= ~ImGuiCond_FirstUseEver; - } + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); if (settings->Pos.x != FLT_MAX) { @@ -4134,11 +4135,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->CloseButton = (p_open != NULL); // Process SetNextWindow***() calls + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); bool window_pos_set_by_api = false, window_size_set_by_api = false; if (g.SetNextWindowPosCond) { - if (window->Appearing) - window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosPivot) > 0.00001f) { @@ -4156,8 +4157,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } if (g.SetNextWindowSizeCond) { - if (window->Appearing) - window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0; SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); g.SetNextWindowSizeCond = 0; @@ -4173,8 +4172,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } if (g.SetNextWindowCollapsedCond) { - if (window->Appearing) - window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond); g.SetNextWindowCollapsedCond = 0; } @@ -4183,6 +4180,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowFocus(); g.SetNextWindowFocus = false; } + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame)