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Removed tabs that slipped through the cracks
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parent
9b484d24cd
commit
530baee1a7
52
imgui.cpp
52
imgui.cpp
@ -10086,32 +10086,32 @@ void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags fl
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void ImGui::EndColumns()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(window->DC.ColumnsCount > 1);
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(window->DC.ColumnsCount > 1);
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PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge();
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PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX); // Columns don't grow parent
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// Draw columns borders and handle resize
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
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{
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const float y1 = window->DC.ColumnsStartPosY;
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const float y2 = window->DC.CursorPos.y;
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// Draw columns borders and handle resize
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
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{
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const float y1 = window->DC.ColumnsStartPosY;
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const float y2 = window->DC.CursorPos.y;
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int dragging_column = -1;
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
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const float column_w = 4.0f; // Width for interaction
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const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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bool hovered = false, held = false;
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if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize))
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@ -10137,13 +10137,13 @@ void ImGui::EndColumns()
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float x = GetDraggedColumnOffset(dragging_column);
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SetColumnOffset(dragging_column, x);
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}
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}
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}
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window->DC.ColumnsSetId = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsFlags = 0;
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window->DC.ColumnsData.resize(0);
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window->DC.ColumnsSetId = 0;
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window->DC.ColumnsCurrent = 0;
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window->DC.ColumnsCount = 1;
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window->DC.ColumnsFlags = 0;
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window->DC.ColumnsData.resize(0);
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
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}
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@ -10155,7 +10155,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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IM_ASSERT(columns_count >= 1);
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if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)
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EndColumns();
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EndColumns();
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ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
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//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
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@ -743,7 +743,7 @@ namespace ImGui
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IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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IMGUI_API void ClearActiveID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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