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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
31
imgui.cpp
31
imgui.cpp
@ -644,7 +644,8 @@ CODE
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Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
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Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
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Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
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>> See https://www.dearimgui.org/faq
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Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
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>> See https://www.dearimgui.org/faq
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Q&A: Usage
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----------
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@ -776,11 +777,12 @@ CODE
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Q&A: Fonts, Text
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================
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Q: How should I handle DPI in my application?
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Q: How can I load a different font than the default?
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Q: How can I easily use icons in my application?
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Q: How can I load multiple fonts?
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Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
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>> See https://www.dearimgui.org/faq and docs/FONTS.txt
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>> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
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Q&A: Concerns
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=============
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@ -1034,7 +1036,7 @@ ImGuiStyle::ImGuiStyle()
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{
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Alpha = 1.0f; // Global alpha applies to everything in ImGui
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WindowPadding = ImVec2(8,8); // Padding within a window
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WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
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WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
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WindowMinSize = ImVec2(32,32); // Minimum window size
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WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
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@ -3046,7 +3048,7 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
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window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
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window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
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window->IDStack.clear();
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window->DrawList->ClearFreeMemory();
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window->DrawList->_ClearFreeMemory();
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window->DC.ChildWindows.clear();
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window->DC.ItemFlagsStack.clear();
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window->DC.ItemWidthStack.clear();
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@ -3432,7 +3434,7 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist
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// Our ImDrawList system requires that there is always a command
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if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount)
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{
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draw_list->ResetForNewFrame();
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draw_list->_ResetForNewFrame();
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draw_list->PushTextureID(g.IO.Fonts->TexID);
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draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
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viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount;
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@ -4287,18 +4289,12 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
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{
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// Remove trailing command if unused.
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// Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well.
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draw_list->_PopUnusedDrawCmd();
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if (draw_list->CmdBuffer.Size == 0)
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return;
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// Remove trailing command if unused
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ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.back();
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if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
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{
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draw_list->CmdBuffer.pop_back();
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if (draw_list->CmdBuffer.Size == 0)
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return;
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}
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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// May trigger for you if you are using PrimXXX functions incorrectly.
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IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
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@ -6311,11 +6307,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Pos = ImFloor(window->Pos);
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// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
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// Large values tend to lead to variety of artifacts and are not recommended.
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if (window->ViewportOwned || window->DockIsActive)
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window->WindowRounding = 0.0f;
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else
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window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
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// For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
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//if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
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// window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
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// Apply window focus (new and reactivated windows are moved to front)
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bool want_focus = false;
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if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
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@ -6435,7 +6436,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// DRAWING
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// Setup draw list and outer clipping rectangle
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window->DrawList->ResetForNewFrame();
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window->DrawList->_ResetForNewFrame();
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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PushClipRect(host_rect.Min, host_rect.Max, false);
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