mirror of
https://github.com/ocornut/imgui.git
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Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
This commit is contained in:
parent
6c1a73774d
commit
5f4dfad5b7
@ -71,6 +71,7 @@ Other Changes:
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those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
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- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
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- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
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- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
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- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
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count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
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- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
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104
imgui.cpp
104
imgui.cpp
@ -807,7 +807,7 @@ CODE
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// Debug options
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#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
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#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
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#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file
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#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
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// Visual Studio warnings
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#ifdef _MSC_VER
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@ -983,7 +983,7 @@ ImGuiStyle::ImGuiStyle()
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ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
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ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
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SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
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DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
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DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
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@ -2621,6 +2621,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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SkipItems = false;
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Appearing = false;
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Hidden = false;
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IsFallbackWindow = false;
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HasCloseButton = false;
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ResizeBorderHeld = -1;
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BeginCount = 0;
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@ -2835,18 +2836,17 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
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// An active popup disable hovering on other windows (apart from its own children)
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// FIXME-OPT: This could be cached/stored within the window.
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ImGuiContext& g = *GImGui;
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if (!g.NavWindow)
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return true;
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
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{
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// For the purpose of those flags we differentiate "standard popup" from "modal popup"
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// NB: The order of those two tests is important because Modal windows are also Popups.
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if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
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return false;
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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return false;
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}
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if (g.NavWindow)
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if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
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if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
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{
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// For the purpose of those flags we differentiate "standard popup" from "modal popup"
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// NB: The order of those two tests is important because Modal windows are also Popups.
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if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
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return false;
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if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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return false;
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}
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return true;
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}
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@ -3290,10 +3290,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
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}
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}
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// Initiate moving window, handle left-click and right-click focus
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// Initiate moving window when clicking on empty space or title bar.
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// Handle left-click and right-click focus.
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void ImGui::UpdateMouseMovingWindowEndFrame()
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{
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// Initiate moving window
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ImGuiContext& g = *GImGui;
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if (g.ActiveId != 0 || g.HoveredId != 0)
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return;
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@ -3787,9 +3787,10 @@ void ImGui::NewFrame()
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// Create implicit/fallback window - which we will only render it if the user has added something to it.
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// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
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// This fallback is particularly important as it avoid ImGui:: calls from crashing.
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g.WithinFrameScopeWithImplicitWindow = true;
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SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
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Begin("Debug##Default");
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g.WithinFrameScopeWithImplicitWindow = true;
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IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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ImGuiTestEngineHook_PostNewFrame(&g);
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@ -4014,10 +4015,8 @@ static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWin
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static void AddRootWindowToDrawData(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
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else
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AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
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int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
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AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);
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}
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void ImDrawDataBuilder::FlattenIntoSingleLayer()
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@ -4156,16 +4155,17 @@ void ImGui::Render()
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if (g.FrameCountEnded != g.FrameCount)
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EndFrame();
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g.FrameCountRendered = g.FrameCount;
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// Gather ImDrawList to render (for each active window)
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g.IO.MetricsRenderWindows = 0;
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g.DrawDataBuilder.Clear();
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// Add background ImDrawList
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if (!g.BackgroundDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
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// Add ImDrawList to render
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ImGuiWindow* windows_to_render_top_most[2];
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windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
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windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL);
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for (int n = 0; n != g.Windows.Size; n++)
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{
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ImGuiWindow* window = g.Windows[n];
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@ -4181,6 +4181,7 @@ void ImGui::Render()
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if (g.IO.MouseDrawCursor)
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RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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// Add foreground ImDrawList
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if (!g.ForegroundDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
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@ -4837,8 +4838,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size
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// Minimum size
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if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
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{
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ImGuiWindow* window_for_height = window;
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new_size = ImMax(new_size, g.Style.WindowMinSize);
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new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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new_size.y = ImMax(new_size.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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return new_size;
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}
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@ -5045,6 +5047,10 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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PopID();
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// Restore nav layer
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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// Navigation resize (keyboard/gamepad)
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if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
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{
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@ -5077,10 +5083,6 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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MarkIniSettingsDirty(window);
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}
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// Resize nav layer
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->Size = window->SizeFull;
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return ret_auto_fit;
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}
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@ -5129,6 +5131,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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}
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}
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// Draw background and borders
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// Draw and handle scrollbars
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void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
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{
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ImGuiContext& g = *GImGui;
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@ -5340,6 +5344,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const int current_frame = g.FrameCount;
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
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// Update the Appearing flag
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bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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@ -5485,6 +5490,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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// SELECT VIEWPORT
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// FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
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SetCurrentWindow(window);
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@ -5595,14 +5601,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Pos = FindBestWindowPosForPopup(window);
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// Clamp position/size so window stays visible within its viewport or monitor
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// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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ImRect viewport_rect(GetViewportRect());
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if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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{
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if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
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{
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ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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ClampWindowRect(window, viewport_rect, clamp_padding);
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}
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}
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@ -5739,20 +5744,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
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// We also disabled this when we have dimming overlay behind this specific one child.
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// FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
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bool render_decorations_in_parent = false;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
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if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
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render_decorations_in_parent = true;
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if (render_decorations_in_parent)
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window->DrawList = parent_window->DrawList;
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{
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bool render_decorations_in_parent = false;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
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if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
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render_decorations_in_parent = true;
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if (render_decorations_in_parent)
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window->DrawList = parent_window->DrawList;
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// Handle title bar, scrollbar, resize grips and resize borders
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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// Handle title bar, scrollbar, resize grips and resize borders
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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if (render_decorations_in_parent)
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window->DrawList = &window->DrawListInst;
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if (render_decorations_in_parent)
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window->DrawList = &window->DrawListInst;
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}
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// Draw navigation selection/windowing rectangle border
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if (g.NavWindowingTargetAnim == window)
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@ -7568,7 +7575,7 @@ void ImGui::CloseCurrentPopup()
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window->DC.NavHideHighlightOneFrame = true;
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}
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bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
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bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
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{
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ImGuiContext& g = *GImGui;
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if (!IsPopupOpen(id))
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@ -7578,12 +7585,13 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
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}
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char name[20];
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if (extra_flags & ImGuiWindowFlags_ChildMenu)
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if (flags & ImGuiWindowFlags_ChildMenu)
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ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
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else
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ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
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bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
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flags |= ImGuiWindowFlags_Popup;
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bool is_open = Begin(name, NULL, flags);
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if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
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EndPopup();
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@ -10077,7 +10085,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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char buf[256];
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char* p = buf;
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const char* buf_end = buf + IM_ARRAYSIZE(buf);
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ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
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p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
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if (ImGui::TreeNode(tab_bar, "%s", buf))
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{
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for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
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@ -4685,7 +4685,8 @@ void ShowExampleAppDocuments(bool* p_open)
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static bool opt_reorderable = true;
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static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
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if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar))
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bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
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if (!window_contents_visible)
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{
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ImGui::End();
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return;
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@ -646,8 +646,9 @@ struct ImVec1
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struct ImVec2ih
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{
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short x, y;
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ImVec2ih() { x = y = 0; }
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ImVec2ih(short _x, short _y) { x = _x; y = _y; }
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ImVec2ih() { x = y = 0; }
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ImVec2ih(short _x, short _y) { x = _x; y = _y; }
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explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; }
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};
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// 2D axis aligned bounding-box
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@ -976,7 +977,7 @@ struct ImGuiPtrOrIndex
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};
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//-----------------------------------------------------------------------------
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// Main imgui context
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// Main Dear ImGui context
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//-----------------------------------------------------------------------------
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struct ImGuiContext
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@ -1416,7 +1417,7 @@ struct IMGUI_API ImGuiWindowTempData
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struct IMGUI_API ImGuiWindow
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{
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char* Name;
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ImGuiID ID; // == ImHash(Name)
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ImGuiID ID; // == ImHashStr(Name)
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ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
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ImVec2 Pos; // Position (always rounded-up to nearest pixel)
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ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
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@ -1443,6 +1444,7 @@ struct IMGUI_API ImGuiWindow
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bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
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bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
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bool Hidden; // Do not display (== (HiddenFrames*** > 0))
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bool IsFallbackWindow; // Set on the "Debug##Default" window.
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bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
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signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
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short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
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@ -1568,7 +1570,7 @@ struct ImGuiTabBar
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{
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ImVector<ImGuiTabItem> Tabs;
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ImGuiID ID; // Zero for tab-bars used by docking
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ImGuiID SelectedTabId; // Selected tab
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ImGuiID SelectedTabId; // Selected tab/window
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ImGuiID NextSelectedTabId;
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ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
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int CurrFrameVisible;
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@ -6047,7 +6047,7 @@ bool ImGui::BeginMenuBar()
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
|
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ImRect clip_rect(IM_ROUND(bar_rect.Min.x), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding)), IM_ROUND(bar_rect.Max.y));
|
||||
ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));
|
||||
clip_rect.ClipWith(window->OuterRectClipped);
|
||||
PushClipRect(clip_rect.Min, clip_rect.Max, false);
|
||||
|
||||
@ -6354,9 +6354,6 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
|
||||
//-------------------------------------------------------------------------
|
||||
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
|
||||
// and some of the construct which are not used in Master may be left here to facilitate merging.
|
||||
//-------------------------------------------------------------------------
|
||||
// - BeginTabBar()
|
||||
// - BeginTabBarEx() [Internal]
|
||||
// - EndTabBar()
|
||||
@ -6871,9 +6868,6 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
|
||||
//-------------------------------------------------------------------------
|
||||
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
|
||||
// and some of the construct which are not used in Master may be left here to facilitate merging.
|
||||
//-------------------------------------------------------------------------
|
||||
// - BeginTabItem()
|
||||
// - EndTabItem()
|
||||
// - TabItemEx() [Internal]
|
||||
|
Loading…
Reference in New Issue
Block a user