Fixes issue where you can scroll in the preview
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@@ -113,6 +113,9 @@ namespace fgl::engine::gui
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else
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name = camera.getName();
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ImGui::PushStyleVar( ImGuiStyleVar_ChildBorderSize, 0.0f );
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ImGui::PushStyleVar( ImGuiStyleVar_WindowPadding, ImVec2( 0.0f, 0.0f ) );
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ImGui::Begin(
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name.c_str(),
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nullptr,
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@@ -127,6 +130,8 @@ namespace fgl::engine::gui
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drawRenderingOutputs( info, camera );
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ImGui::End();
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ImGui::PopStyleVar( 2 );
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}
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}
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@@ -5,13 +5,13 @@
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#include "preview.hpp"
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#include "engine/FrameInfo.hpp"
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#include "engine/assets/model/Model.hpp"
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#include "engine/assets/model/builders/SceneBuilder.hpp"
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#include "engine/camera/Camera.hpp"
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#include "engine/camera/CameraSwapchain.hpp"
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#include "engine/filesystem/scanner/FileScanner.hpp"
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#include "engine/filesystem/types.hpp"
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#include "engine/gameobjects/components/ModelComponent.hpp"
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#include "engine/assets/model/Model.hpp"
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#include "engine/assets/model/builders/SceneBuilder.hpp"
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#include "engine/rendering/SwapChain.hpp"
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#include "engine/tree/octtree/OctTreeNode.hpp"
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#include "safe_include.hpp"
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@@ -178,7 +178,9 @@ namespace fgl::engine::gui
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drawConfigBar( info, camera, frame_index, current );
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const float ratio { camera.aspectRatio() };
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const auto imgui_size { ImGui::GetWindowSize() };
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auto imgui_size { ImGui::GetWindowSize() };
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imgui_size.x -= 8;
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const auto target_size { calculateTargetSize( ratio, imgui_size ) };
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if ( hotkeys_enabled && ImGui::IsWindowFocused() && ImGui::IsKeyDown( ImGuiKey_LeftAlt ) )
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