mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-25 21:17:01 +00:00
Changelog formatting update, Todo, comments. Tweak Child demo. Shuffle some code in NavUpdate().
This commit is contained in:
parent
c665c15a7d
commit
2bdf0b54a2
@ -1,28 +1,19 @@
|
|||||||
dear imgui
|
dear imgui
|
||||||
CHANGELOG
|
CHANGELOG
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
This document holds the user-facing changelog that we also use in release notes.
|
||||||
|
We generally fold multiple commits pertaining to the same topic as a single entry.
|
||||||
|
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
|
||||||
|
|
||||||
This document holds the programmer changelog that we also use in release notes.
|
RELEASE NOTES: https://github.com/ocornut/imgui/releases
|
||||||
We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things.
|
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
|
||||||
|
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
|
||||||
Release notes: (with links and screenshots)
|
|
||||||
https://github.com/ocornut/imgui/releases
|
|
||||||
|
|
||||||
Changes to the examples/bindings are included within the individual .cpp files in examples.
|
|
||||||
|
|
||||||
Individual commits:
|
|
||||||
https://github.com/ocornut/imgui/commits/master
|
|
||||||
|
|
||||||
Report issues, ask questions:
|
|
||||||
https://github.com/ocornut/imgui/issues
|
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
|
||||||
|
|
||||||
WHEN TO UPDATE?
|
WHEN TO UPDATE?
|
||||||
|
|
||||||
It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported.
|
- Keeping your copy of dear imgui updated once in a while is recommended.
|
||||||
Keeping your copy of dear imgui updated once in a while is recommended.
|
- It is generally safe to sync to the latest commit in master.
|
||||||
|
The library is fairly stable and regressions tends to be fixed fast when reported.
|
||||||
|
|
||||||
HOW TO UPDATE?
|
HOW TO UPDATE?
|
||||||
|
|
||||||
@ -32,12 +23,15 @@ HOW TO UPDATE?
|
|||||||
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
|
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
|
||||||
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
|
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
|
||||||
- You may diff your previous Changelog with the one you just copied and read that diff.
|
- You may diff your previous Changelog with the one you just copied and read that diff.
|
||||||
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users.
|
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
|
||||||
|
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
|
||||||
|
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||||
- Please report any issue!
|
- Please report any issue!
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
|
||||||
|
|
||||||
VERSION 1.62 WIP (IN PROGRESS)
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.62 WIP (IN PROGRESS)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
|
|
||||||
@ -52,9 +46,10 @@ Other Changes:
|
|||||||
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
|
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
|
||||||
- Internals: PushItemFlag() flags are inherited by BeginChild().
|
- Internals: PushItemFlag() flags are inherited by BeginChild().
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
|
||||||
|
|
||||||
VERSION 1.61 (Released 2018-05-14)
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.61 (Released 2018-05-14)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
|
|
||||||
@ -110,9 +105,11 @@ Other Changes:
|
|||||||
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
|
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
|
||||||
- Various minor fixes, tweaks, refactoring, comments.
|
- Various minor fixes, tweaks, refactoring, comments.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.60 (Released 2018-04-07)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.60 (Released 2018-04-07)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
|
||||||
|
|
||||||
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
|
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
|
||||||
@ -271,9 +268,11 @@ Other Changes:
|
|||||||
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
|
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
|
||||||
- Various fixes, tweaks, internal refactoring, optimizations, comments.
|
- Various fixes, tweaks, internal refactoring, optimizations, comments.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.53 (Released 2017-12-25)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.53 (Released 2017-12-25)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
@ -409,9 +408,11 @@ Other Changes:
|
|||||||
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
|
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
|
||||||
- Various fixes, optimizations, comments.
|
- Various fixes, optimizations, comments.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.52 (2017-10-27)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.52 (2017-10-27)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
@ -510,9 +511,11 @@ Beta Navigation Branch:
|
|||||||
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
|
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
|
||||||
- Nav: Various internal refactoring.
|
- Nav: Various internal refactoring.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.51 (2017-08-24)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.51 (2017-08-24)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
@ -572,9 +575,11 @@ Other Changes:
|
|||||||
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
|
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
|
||||||
- Various other small fixes, tweaks, comments, optimizations.
|
- Various other small fixes, tweaks, comments, optimizations.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.50 (2017-06-02)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.50 (2017-06-02)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
@ -666,9 +671,11 @@ Other Changes:
|
|||||||
- Added various links to language/engine bindings.
|
- Added various links to language/engine bindings.
|
||||||
- Various other minor fixes, tweaks, comments, optimizations.
|
- Various other minor fixes, tweaks, comments, optimizations.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.49 (2016-05-09)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.49 (2016-05-09)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
@ -742,9 +749,11 @@ Other changes:
|
|||||||
- Examples: SDL: Initialize video+timer subsystem only.
|
- Examples: SDL: Initialize video+timer subsystem only.
|
||||||
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
|
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.48 (2016-04-09)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
VERSION 1.48 (2016-04-09)
|
|
||||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
|
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
|
||||||
|
|
||||||
Breaking Changes:
|
Breaking Changes:
|
||||||
|
4
TODO.txt
4
TODO.txt
@ -252,16 +252,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||||
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
|
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
|
||||||
- nav: ESC within a menu of a child window seems to exit the child window.
|
- nav: ESC within a menu of a child window seems to exit the child window.
|
||||||
- nav: ESC on a flattened child
|
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||||
|
- nav: NavFlattened: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||||
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||||
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||||
- nav: menus: allow pressing Menu to leave a sub-menu.
|
- nav: menus: allow pressing Menu to leave a sub-menu.
|
||||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||||
- nav: tabs should go through most/all widgets (in submission order?).
|
- nav: tabs should go through most/all widgets (in submission order?).
|
||||||
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||||
- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
|
|
||||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
||||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
||||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||||
|
20
imgui.cpp
20
imgui.cpp
@ -2519,6 +2519,8 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
|||||||
|
|
||||||
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
|
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
|
||||||
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
|
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
|
||||||
|
|
||||||
|
// Process Init Request
|
||||||
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
|
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
|
||||||
{
|
{
|
||||||
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
|
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
|
||||||
@ -2534,7 +2536,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scoring for navigation
|
// Process Move Request (scoring for navigation)
|
||||||
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
|
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
|
||||||
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
|
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
|
||||||
{
|
{
|
||||||
@ -3104,10 +3106,10 @@ static void ImGui::NavUpdateWindowing()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Scroll to keep newly navigated item fully into view
|
||||||
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
|
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
|
||||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||||
{
|
{
|
||||||
// Scroll to keep newly navigated item fully into view
|
|
||||||
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
||||||
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||||
if (window_rect.Contains(item_rect))
|
if (window_rect.Contains(item_rect))
|
||||||
@ -3145,12 +3147,16 @@ static void ImGui::NavUpdate()
|
|||||||
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
|
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
|
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||||
|
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||||
|
|
||||||
|
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
|
||||||
|
if (nav_gamepad_active)
|
||||||
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
|
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
|
||||||
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
||||||
|
|
||||||
// Update Keyboard->Nav inputs mapping
|
// Update Keyboard->Nav inputs mapping
|
||||||
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
|
if (nav_keyboard_active)
|
||||||
{
|
{
|
||||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
|
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
|
||||||
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
||||||
@ -3256,8 +3262,6 @@ static void ImGui::NavUpdate()
|
|||||||
NavUpdateWindowing();
|
NavUpdateWindowing();
|
||||||
|
|
||||||
// Set output flags for user application
|
// Set output flags for user application
|
||||||
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
|
||||||
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
|
||||||
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||||
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
|
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
|
||||||
|
|
||||||
@ -3369,7 +3373,7 @@ static void ImGui::NavUpdate()
|
|||||||
// Scrolling
|
// Scrolling
|
||||||
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
|
||||||
{
|
{
|
||||||
// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
|
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
|
||||||
ImGuiWindow* window = g.NavWindow;
|
ImGuiWindow* window = g.NavWindow;
|
||||||
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
|
||||||
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
|
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
|
||||||
@ -13372,7 +13376,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
|
|||||||
cond = ImGuiCond_Always;
|
cond = ImGuiCond_Always;
|
||||||
|
|
||||||
IM_ASSERT(type != NULL);
|
IM_ASSERT(type != NULL);
|
||||||
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
|
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
|
||||||
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
|
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
|
||||||
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
|
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
|
||||||
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
|
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
|
||||||
|
@ -1221,11 +1221,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||||||
ImGui::Columns(2);
|
ImGui::Columns(2);
|
||||||
for (int i = 0; i < 100; i++)
|
for (int i = 0; i < 100; i++)
|
||||||
{
|
{
|
||||||
if (i == 50)
|
|
||||||
ImGui::NextColumn();
|
|
||||||
char buf[32];
|
char buf[32];
|
||||||
sprintf(buf, "%08x", i*5731);
|
sprintf(buf, "%03d", i);
|
||||||
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
|
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
|
||||||
|
ImGui::NextColumn();
|
||||||
}
|
}
|
||||||
ImGui::EndChild();
|
ImGui::EndChild();
|
||||||
ImGui::PopStyleVar();
|
ImGui::PopStyleVar();
|
||||||
|
Loading…
Reference in New Issue
Block a user