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Windows: Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y). (#7106)
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@ -55,6 +55,8 @@ Other changes:
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- Windows: BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
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- Windows: BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
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minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
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minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
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- Windows: Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
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for both axises since 1.90. (#7106) [@n0bodysec]
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- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
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- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
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speed asymetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
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speed asymetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
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- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when
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- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when
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@ -5674,7 +5674,7 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
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{
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{
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ImGuiWindow* window_for_height = window;
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ImGuiWindow* window_for_height = window;
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size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
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size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
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size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
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size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
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size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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}
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}
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return size_min;
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return size_min;
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