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Floating window for egui #195
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That's a good question. I haven't tested it but should be possible, just render the 3d scene first and then the GUI on top? The examples will also work with this approach, the reason why the viewport excludes the side panel is to have a correct aspect ratio of the camera. Actually, I guess color pickers use floating windows and I think I use those in an example, can't remember which one. |
It does render correctly. I think I wasn't clear in my question. The interaction with the window (dragging, resizing, minimizing, etc.) doesn't really work. And the mouse clicks/drags go through to the scene below, even if they are over the gui. I was wondering if there was an easy way to handle all that interaction, but it looks like there's nothing built in currently. |
There's a flag on each event saying if it has been handled specifically for this purpose, so it sounds like a bug to me. Will reopen the issue. |
I finally had time to look at it again and I’ve fixed the one issue that I’ve found with floating windows (also described in #235). I’m not really sure what else is wrong, seems to work just fine (resizing, dragging, minimizing). Anyway, if there are still issues, please report again. Also, when #216 is done, egui issues should be reported to egui 🙂 |
Just getting started with this library, and I had a quick question. Is there a way to get the floating windows that egui has to work, or do we need to use side/top panels currently? I guess it seems like no, because the examples just redefine the viewport to exclude the side panel gui. But that approach probably wouldn't work with a floating moveable window?
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