CogEngine: fix skeleton window tree node overlapping checkboxes

This commit is contained in:
Arnaud Jamin
2025-01-14 23:37:43 -05:00
parent 5eee7c9903
commit 5ee9a4ae13
@@ -161,11 +161,11 @@ void FCogEngineWindow_Skeleton::RenderBoneEntry(int32 BoneIndex, bool OpenAllChi
//------------------------ //------------------------
if (BoneInfo.Children.Num() > 0 && Filter.IsActive() == false) if (BoneInfo.Children.Num() > 0 && Filter.IsActive() == false)
{ {
OpenChildren = ImGui::TreeNodeEx("##Bone", ImGuiSelectableFlags_AllowOverlap | ImGuiTreeNodeFlags_SpanFullWidth); OpenChildren = ImGui::TreeNodeEx("##Bone", ImGuiTreeNodeFlags_AllowOverlap | ImGuiTreeNodeFlags_SpanFullWidth);
} }
else else
{ {
ImGui::TreeNodeEx("##Bone", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiSelectableFlags_AllowOverlap | ImGuiTreeNodeFlags_SpanFullWidth); ImGui::TreeNodeEx("##Bone", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_AllowOverlap | ImGuiTreeNodeFlags_SpanFullWidth);
} }
const bool IsControlDown = ImGui::GetCurrentContext()->IO.KeyCtrl; const bool IsControlDown = ImGui::GetCurrentContext()->IO.KeyCtrl;