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@ -1003,8 +1003,8 @@ void ImGuiWindow::AddToRenderList() |
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for (size_t i = 0; i < DC.ChildWindows.size(); i++) |
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{ |
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ImGuiWindow* child = DC.ChildWindows[i]; |
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IM_ASSERT(child->Visible); // Shouldn't be in this list if we are not active this frame
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child->AddToRenderList(); |
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if (child->Visible) // clipped childs may have been marked not Visible
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child->AddToRenderList(); |
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} |
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} |
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@ -1334,7 +1334,8 @@ static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& |
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for (size_t i = 0; i < window->DC.ChildWindows.size(); i++) |
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{ |
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ImGuiWindow* child = window->DC.ChildWindows[i]; |
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AddWindowToSortedBuffer(child, sorted_windows); |
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if (child->Visible) |
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AddWindowToSortedBuffer(child, sorted_windows); |
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} |
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} |
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} |
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@ -2176,8 +2177,8 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin |
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// We also hide the window from rendering because we've already added its border to the command list.
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// (we could perform the check earlier in the function but it is simplier at this point)
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// FIXME-WIP
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//if (window->Collapsed)
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// window->Visible = false;
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if (window->Collapsed) |
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window->Visible = false; |
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} |
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// Return collapsed so that user can perform an early out optimisation
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