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Combo: Hide arrow when there's not enough space even for the square button.
+ Various todo items.
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@ -49,6 +49,7 @@ Other Changes:
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would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
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any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
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- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
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- Combo: Hide arrow when there's not enough space even for the square button.
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- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
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of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
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- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
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@ -137,6 +137,7 @@ Frameworks:
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- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
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- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
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- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
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- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
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@ -33,12 +33,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- window/child: allow SetNextWindowContentSize() to work on child windows.
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- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
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- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
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! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
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- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
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- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
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- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
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- scrolling/style: shadows on scrollable areas to denote that there is more contents
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- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
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- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
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! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
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- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
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- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
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@ -205,23 +206,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- shortcuts: programmatically access shortcuts "Focus("&Save"))
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- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
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- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
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- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
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- text: selectable text (for copy) as a generic feature (ItemFlags?)
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- text: proper alignment options in imgui_internal.h
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- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
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- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
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- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
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- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
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- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
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- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
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- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
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- tree node / optimization: avoid formatting when clipped.
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- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
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- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
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- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
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- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
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- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
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- tree node: leaf/non-leaf highlight mismatch.
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- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
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- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
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- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
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- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
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@ -1432,7 +1432,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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ImU32 text_col = GetColorU32(ImGuiCol_Text);
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window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
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RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down);
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if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
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RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
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}
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RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
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if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
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