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https://github.com/Drezil/imgui.git
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@ -1458,7 +1458,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* const items[
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return value_changed;
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}
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// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
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// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
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bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
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{
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int items_count = 0;
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@ -3123,7 +3123,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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// Edit a string of text
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// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
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// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
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// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
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// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
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// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
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// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
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@ -3149,7 +3149,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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if (is_resizable)
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IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
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if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
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if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
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BeginGroup();
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const ImGuiID id = window->GetID(label);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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@ -4610,7 +4610,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
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// - TreeNodeV()
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// - TreeNodeEx()
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// - TreeNodeExV()
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// - TreeNodeBehavior() [Internal]
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// - TreeNodeBehavior() [Internal]
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// - TreePush()
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// - TreePop()
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// - TreeAdvanceToLabelPos()
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@ -5869,7 +5869,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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return true;
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}
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// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
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// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
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// Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
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if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
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ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
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@ -5884,7 +5884,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
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tab_bar->CurrFrameVisible = g.FrameCount;
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// Layout
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// Layout
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ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight()));
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window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
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@ -5998,7 +5998,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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found_selected_tab_id = true;
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// Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x)
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// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
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// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
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// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
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width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
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