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Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the next row in such state where subsequent SameLine() would move back to previous row.
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@ -56,6 +56,8 @@ Other Changes:
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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Enter keep the input active and select all text.
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Enter keep the input active and select all text.
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- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the
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next row in such state where subsequent SameLine() would move back to previous row.
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- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
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- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
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can apply to mouse data as well. (#4921)
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can apply to mouse data as well. (#4921)
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- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
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- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18804
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#define IMGUI_VERSION_NUM 18805
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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@ -1717,6 +1717,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
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table->RowTextBaseline = 0.0f;
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table->RowTextBaseline = 0.0f;
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table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
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table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
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window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.PrevLineTextBaseOffset = 0.0f;
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.IsSameLine = false;
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window->DC.CursorMaxPos.y = next_y1;
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window->DC.CursorMaxPos.y = next_y1;
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// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
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// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
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@ -3957,6 +3959,7 @@ void ImGui::NextColumn()
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{
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{
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// New row/line: column 0 honor IndentX.
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// New row/line: column 0 honor IndentX.
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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window->DC.IsSameLine = false;
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columns->LineMinY = columns->LineMaxY;
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columns->LineMinY = columns->LineMaxY;
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}
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}
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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