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Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Refactored SetNextItemXXX stuff to match SetNextWindowXXX code closely.
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24
imgui.cpp
24
imgui.cpp
@ -369,6 +369,7 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
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- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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- 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
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@ -2840,6 +2841,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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window->DC.LastItemId = id;
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window->DC.LastItemRect = bb;
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window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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if (id != 0)
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@ -5794,8 +5796,9 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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void ImGui::SetNextItemWidth(float item_width)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.NextItemWidth = item_width;
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ImGuiContext& g = *GImGui;
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g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
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g.NextItemData.Width = item_width;
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}
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void ImGui::PushItemWidth(float item_width)
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@ -5825,15 +5828,16 @@ void ImGui::PopItemWidth()
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}
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// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(),
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// Then consume the
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// Then _consume_ the SetNextItemWidth() data.
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float ImGui::GetNextItemWidth()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float w;
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if (window->DC.NextItemWidth != FLT_MAX)
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if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
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{
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w = window->DC.NextItemWidth;
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window->DC.NextItemWidth = FLT_MAX;
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w = g.NextItemData.Width;
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g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
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}
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else
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{
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@ -5852,10 +5856,10 @@ float ImGui::GetNextItemWidth()
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// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here)
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float ImGui::CalcItemWidth()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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float backup_next_item_width = window->DC.NextItemWidth;
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ImGuiContext& g = *GImGui;
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ImGuiNextItemDataFlags backup_flags = g.NextItemData.Flags;
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float w = GetNextItemWidth();
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window->DC.NextItemWidth = backup_next_item_width;
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g.NextItemData.Flags = backup_flags;
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return w;
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}
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