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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
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@@ -24,15 +24,26 @@ namespace overlay {
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void toggle_active();
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void set_active(bool active);
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bool get_active();
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// raise this window to the top of the z-order on its next build. only
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// call in response to an explicit user action (keyboard toggle, UI
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// button) - not for auto-show / programmatic shows.
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void bring_to_front();
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protected:
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// state
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SpiceOverlay *overlay;
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bool active = false;
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// set when the window transitions to visible so build() raises it to the
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// top of the z-order on the next frame
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bool request_focus = false;
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std::vector<Window*> children;
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// settings
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bool remove_window_padding = false;
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// custom inner window padding, applied before Begin() (preserving border /
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// rounding) when x >= 0; ignored if remove_window_padding is set
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ImVec2 window_padding = ImVec2(-1, -1);
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bool draws_window = true;
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ImGuiSizeCallback resize_callback = nullptr;
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std::string title = "Title";
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@@ -41,6 +52,8 @@ namespace overlay {
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bool toggle_button_state = false;
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// init settings
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// calculate_initial_window() runs only once; results feed ImGuiCond_Once
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bool initial_window_calculated = false;
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ImVec2 init_pos = ImVec2(0, 0);
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ImVec2 init_size = ImVec2(0, 0);
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ImVec2 size_min = ImVec2(0, 0);
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