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@@ -1606,7 +1606,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
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{
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ImGuiState& g = *GImGui;
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g.ActiveId = id;
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- g.ActiveIdAllowHoveringOthers = false;
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+ g.ActiveIdAllowOverlap = false;
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g.ActiveIdIsJustActivated = true;
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g.ActiveIdWindow = window;
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}
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@@ -1615,7 +1615,7 @@ void ImGui::SetHoveredID(ImGuiID id)
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{
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ImGuiState& g = *GImGui;
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g.HoveredId = id;
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- g.HoveredIdAllowHoveringOthers = false;
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+ g.HoveredIdAllowOverlap = false;
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}
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void ImGui::KeepAliveID(ImGuiID id)
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@@ -1676,7 +1676,7 @@ bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
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window->DC.LastItemHoveredRect = true;
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window->DC.LastItemHoveredAndUsable = false;
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if (g.HoveredRootWindow == window->RootWindow)
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- if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowHoveringOthers || (g.ActiveId == window->MoveID))
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+ if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowOverlap || (g.ActiveId == window->MoveID))
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if (IsWindowContentHoverable(window))
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window->DC.LastItemHoveredAndUsable = true;
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}
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@@ -1705,11 +1705,11 @@ bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when
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bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)
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{
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ImGuiState& g = *GImGui;
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- if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowHoveringOthers)
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+ if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowOverlap)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
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- if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowHoveringOthers) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
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+ if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowOverlap) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
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if (IsWindowContentHoverable(g.HoveredRootWindow))
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return true;
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}
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@@ -1937,7 +1937,7 @@ void ImGui::NewFrame()
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// Clear reference to active widget if the widget isn't alive anymore
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g.HoveredIdPreviousFrame = g.HoveredId;
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g.HoveredId = 0;
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- g.HoveredIdAllowHoveringOthers = false;
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+ g.HoveredIdAllowOverlap = false;
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if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
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SetActiveID(0);
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g.ActiveIdPreviousFrame = g.ActiveId;
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@@ -3027,6 +3027,16 @@ bool ImGui::IsItemVisible()
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return r.Overlaps(window->DC.LastItemRect);
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}
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+// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
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+void ImGui::SetItemAllowOverlap()
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+{
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+ ImGuiState& g = *GImGui;
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+ if (g.HoveredId == g.CurrentWindow->DC.LastItemID)
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+ g.HoveredIdAllowOverlap = true;
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+ if (g.ActiveId == g.CurrentWindow->DC.LastItemID)
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+ g.ActiveIdAllowOverlap = true;
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+}
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+
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ImVec2 ImGui::GetItemRectMin()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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@@ -7279,7 +7289,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
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// Down the line we should have a cleaner library-wide concept of Selected vs Active.
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- g.ActiveIdAllowHoveringOthers = !io.MouseDown[0];
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+ g.ActiveIdAllowOverlap = !io.MouseDown[0];
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// Edit in progress
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const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
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