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Merge branch 'master' into docking
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commit
440ad0b440
@ -122,6 +122,13 @@ Other Changes:
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options. (#2587, broken in 1.69 by #2384).
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- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
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- Scrollbar: Very minor bounding box adjustment to cope with various border size.
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- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
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- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
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to scrollbars appearing during the movement.
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- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
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frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
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emits key release events when focusing another viewport, leading to Alt+clicking on void on another
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viewport triggering the issue. (#2609)
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- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
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collapsing/docking button to the other side of the title bar.
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- Style: Made window close button cross slightly smaller.
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10
imgui.cpp
10
imgui.cpp
@ -3469,7 +3469,7 @@ void ImGui::UpdateMouseWheel()
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// Zoom / Scale window
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// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
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if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !window->Collapsed)
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{
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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@ -3477,7 +3477,7 @@ void ImGui::UpdateMouseWheel()
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
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{
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos = ImFloor(window->Pos + offset);
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SetWindowPos(window, window->Pos + offset, 0);
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window->Size = ImFloor(window->Size * scale);
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window->SizeFull = ImFloor(window->SizeFull * scale);
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}
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@ -8601,10 +8601,10 @@ static void ImGui::NavUpdate()
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g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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// Process navigation init request (select first/default focus)
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
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// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
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if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
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{
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// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
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IM_ASSERT(g.NavWindow);
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if (g.NavInitRequestFromMove)
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SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
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else
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@ -9066,7 +9066,7 @@ static void ImGui::NavUpdateWindowing()
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
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g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
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SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always);
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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@ -1634,9 +1634,9 @@ namespace ImGui
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IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
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IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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@ -1442,7 +1442,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
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RenderNavHighlight(frame_bb, id);
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if (!(flags & ImGuiComboFlags_NoPreview))
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window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
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window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
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if (!(flags & ImGuiComboFlags_NoArrowButton))
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{
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window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
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