mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Viewports: trying to treat GetMainViewport() as const. Reducing unnecessary casts of ImGuiViewportP*
Metrics: readded root Drawlists node in metrics to match master. The (void*) casts are implying const-casst but currently left GetMainViewport() as returning non-const.
This commit is contained in:
parent
862bfc53d3
commit
1a3af8cb4c
48
imgui.cpp
48
imgui.cpp
@ -5295,7 +5295,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
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static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
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static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
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{
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{
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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window->ViewportPos = main_viewport->Pos;
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window->ViewportPos = main_viewport->Pos;
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if (settings->ViewportId)
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if (settings->ViewportId)
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{
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{
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@ -5321,7 +5321,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
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g.WindowsById.SetVoidPtr(window->ID, window);
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g.WindowsById.SetVoidPtr(window->ID, window);
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// Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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// Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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window->Pos = main_viewport->Pos + ImVec2(60, 60);
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window->Pos = main_viewport->Pos + ImVec2(60, 60);
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window->ViewportPos = main_viewport->Pos;
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window->ViewportPos = main_viewport->Pos;
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@ -6412,7 +6412,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window->Viewport->PlatformMonitor == -1)
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if (window->Viewport->PlatformMonitor == -1)
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{
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{
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// Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport
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// Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport
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ImGuiViewport* main_viewport = GetMainViewport();
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const ImGuiViewport* main_viewport = GetMainViewport();
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SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
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SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
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}
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}
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else
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else
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@ -8878,8 +8878,8 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
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// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
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if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
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if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
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{
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{
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ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
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const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
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SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
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SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
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}
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}
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flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
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flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
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@ -10259,7 +10259,7 @@ void ImGui::NavUpdateWindowingOverlay()
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if (g.NavWindowingListWindow == NULL)
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if (g.NavWindowingListWindow == NULL)
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g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
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g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
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ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport();
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const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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@ -11589,7 +11589,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
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window->ViewportAllowPlatformMonitorExtend = -1;
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window->ViewportAllowPlatformMonitorExtend = -1;
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// Restore main viewport if multi-viewport is not supported by the backend
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// Restore main viewport if multi-viewport is not supported by the backend
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ImGuiViewportP* main_viewport = (ImGuiViewportP*)GetMainViewport();
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ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
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if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
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if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
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{
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{
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SetWindowViewport(window, main_viewport);
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SetWindowViewport(window, main_viewport);
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@ -14409,7 +14409,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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/*
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/*
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// [DEBUG] Render limits
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// [DEBUG] Render limits
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ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
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ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
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for (int n = 0; n < 2; n++)
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for (int n = 0; n < 2; n++)
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if (axis == ImGuiAxis_X)
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if (axis == ImGuiAxis_X)
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draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
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draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
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@ -14437,7 +14437,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
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for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
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{
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{
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ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
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ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
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//ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
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//ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
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//draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
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//draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
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while (touching_node->ParentNode != node)
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while (touching_node->ParentNode != node)
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{
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{
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@ -14653,7 +14653,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla
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// The limitation with this call is that your window won't have a menu bar.
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// The limitation with this call is that your window won't have a menu bar.
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// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
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// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
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// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
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// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
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ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
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ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
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{
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{
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if (viewport == NULL)
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if (viewport == NULL)
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viewport = GetMainViewport();
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viewport = GetMainViewport();
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@ -15980,9 +15980,33 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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TreePop();
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TreePop();
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}
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}
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// Contents
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// Windows
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DebugNodeWindowsList(&g.Windows, "Windows");
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DebugNodeWindowsList(&g.Windows, "Windows");
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//DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
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//DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
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// Drawlists
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int drawlist_count = 0;
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for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
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drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
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if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
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{
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for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_i];
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bool viewport_has_drawlist = false;
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for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
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{
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if (!viewport_has_drawlist)
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ImGui::Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
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viewport_has_drawlist = true;
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DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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}
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}
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TreePop();
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}
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// Viewports
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if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
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if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
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{
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{
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Indent(GetTreeNodeToLabelSpacing());
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Indent(GetTreeNodeToLabelSpacing());
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@ -16228,7 +16252,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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char buf[64] = "";
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char buf[64] = "";
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char* p = buf;
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char* p = buf;
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ImGuiDockNode* node = g.HoveredDockNode;
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ImGuiDockNode* node = g.HoveredDockNode;
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ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
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ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
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p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
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8
imgui.h
8
imgui.h
@ -756,7 +756,7 @@ namespace ImGui
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// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
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// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
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// - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
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// - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
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IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
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IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK)
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IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK)
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IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
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IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
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IMGUI_API ImGuiID GetWindowDockID();
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IMGUI_API ImGuiID GetWindowDockID();
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@ -2874,9 +2874,9 @@ struct ImGuiViewport
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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// Access work-area rectangle with GetWorkXXX functions (see comments above)
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// Access work-area rectangle with GetWorkXXX functions (see comments above)
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ImVec2 GetCenter() { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
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ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); }
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ImVec2 GetWorkPos() const { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); }
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ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped
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ImVec2 GetWorkSize() const { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped
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};
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -333,7 +333,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// We specify a default position/size in case there's no data in the .ini file.
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// We specify a default position/size in case there's no data in the .ini file.
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// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
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// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
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@ -7031,7 +7031,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
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if (corner != -1)
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if (corner != -1)
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{
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{
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window_flags |= ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoMove;
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
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ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
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ImVec2 work_area_size = viewport->GetWorkSize();
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ImVec2 work_area_size = viewport->GetWorkSize();
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ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
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ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
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@ -7368,7 +7368,7 @@ void ShowExampleAppDockSpace(bool* p_open)
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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if (opt_fullscreen)
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if (opt_fullscreen)
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{
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{
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->GetWorkPos());
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ImGui::SetNextWindowPos(viewport->GetWorkPos());
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ImGui::SetNextWindowSize(viewport->GetWorkSize());
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ImGui::SetNextWindowSize(viewport->GetWorkSize());
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::SetNextWindowViewport(viewport->ID);
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@ -664,8 +664,9 @@ struct ImDrawDataBuilder
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{
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{
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ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
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ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
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IMGUI_API void FlattenIntoSingleLayer();
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IMGUI_API void FlattenIntoSingleLayer();
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};
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};
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@ -6575,7 +6575,7 @@ void ImGui::EndMenuBar()
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bool ImGui::BeginMainMenuBar()
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bool ImGui::BeginMainMenuBar()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
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ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
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ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
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ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
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||||||
|
|
||||||
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
|
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
|
||||||
|
Loading…
Reference in New Issue
Block a user