overlay: refactor overlay layering (#739)

## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Create three distinct layers for the overlay:

1. Bottommost persistent layer - non-interactable layer that is always
on. This was only for notifications, but now the FPS widget lives here
as well.
2. Overlay windows layer - most interactable windows go here.
3. Topmost main menu - this is reserved for the main menu (escape key)
and this is a modal dialog that occludes the layers below.

Why? 

- `toggle overlay` behavior with FPS widget *also* toggling on/off was a
bit confusing (now they're two separate keys)
- FPS widget is popular, but it caused the entire overlay to be active,
which affects how input is handled
- the main menu being a standalone window was a little awkward (now it's
a modal)

## Testing
This commit is contained in:
bicarus
2026-06-07 17:23:08 -07:00
committed by GitHub
parent bb87aa2944
commit 100caa0f5c
16 changed files with 348 additions and 102 deletions
+13
View File
@@ -24,15 +24,26 @@ namespace overlay {
void toggle_active();
void set_active(bool active);
bool get_active();
// raise this window to the top of the z-order on its next build. only
// call in response to an explicit user action (keyboard toggle, UI
// button) - not for auto-show / programmatic shows.
void bring_to_front();
protected:
// state
SpiceOverlay *overlay;
bool active = false;
// set when the window transitions to visible so build() raises it to the
// top of the z-order on the next frame
bool request_focus = false;
std::vector<Window*> children;
// settings
bool remove_window_padding = false;
// custom inner window padding, applied before Begin() (preserving border /
// rounding) when x >= 0; ignored if remove_window_padding is set
ImVec2 window_padding = ImVec2(-1, -1);
bool draws_window = true;
ImGuiSizeCallback resize_callback = nullptr;
std::string title = "Title";
@@ -41,6 +52,8 @@ namespace overlay {
bool toggle_button_state = false;
// init settings
// calculate_initial_window() runs only once; results feed ImGuiCond_Once
bool initial_window_calculated = false;
ImVec2 init_pos = ImVec2(0, 0);
ImVec2 init_size = ImVec2(0, 0);
ImVec2 size_min = ImVec2(0, 0);