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@ -257,6 +257,7 @@
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- input number: use mouse wheel to step up/down
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- input number: use mouse wheel to step up/down
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- input number: non-decimal input.
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- input number: non-decimal input.
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- layout: horizontal layout helper (github issue #97)
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- layout: horizontal layout helper (github issue #97)
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- layout: more generic alignment state (left/right/centered) for single items?
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- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
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- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
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- columns: separator function or parameter that works within the column (currently Separator() bypass all columns)
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- columns: separator function or parameter that works within the column (currently Separator() bypass all columns)
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- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
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- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
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@ -300,6 +301,7 @@
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- misc: mark printf compiler attributes on relevant functions
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- misc: mark printf compiler attributes on relevant functions
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
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- style editor: color child window height expressed in multiple of line height.
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- style editor: color child window height expressed in multiple of line height.
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- optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
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- optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
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- optimization/render: move clip-rect to vertex data? would allow merging all commands
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- optimization/render: move clip-rect to vertex data? would allow merging all commands
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@ -1059,7 +1061,7 @@ struct ImGuiWindow
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ImGuiDrawContext DC;
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ImGuiDrawContext DC;
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ImVector<ImGuiID> IDStack;
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ImVector<ImGuiID> IDStack;
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ImVector<ImVec4> ClipRectStack;
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ImVector<ImVec4> ClipRectStack; // Scissoring / clipping rectangle. x1, y1, x2, y2.
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int LastFrameDrawn;
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int LastFrameDrawn;
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float ItemWidthDefault;
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float ItemWidthDefault;
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ImGuiStorage StateStorage;
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ImGuiStorage StateStorage;
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@ -1830,7 +1832,7 @@ static void PushClipRect(const ImVec4& clip_rect, bool clipped = true)
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ImVec4 cr = clip_rect;
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ImVec4 cr = clip_rect;
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if (clipped && !window->ClipRectStack.empty())
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if (clipped && !window->ClipRectStack.empty())
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{
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{
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// Clip to new clip rect
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// Clip with existing clip rect
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const ImVec4 cur_cr = window->ClipRectStack.back();
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const ImVec4 cur_cr = window->ClipRectStack.back();
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cr = ImVec4(ImMax(cr.x, cur_cr.x), ImMax(cr.y, cur_cr.y), ImMin(cr.z, cur_cr.z), ImMin(cr.w, cur_cr.w));
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cr = ImVec4(ImMax(cr.x, cur_cr.x), ImMax(cr.y, cur_cr.y), ImMin(cr.z, cur_cr.z), ImMin(cr.w, cur_cr.w));
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}
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}
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@ -2815,7 +2817,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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const ImVec2 text_size = CalcTextSize(name, NULL, true);
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const ImVec2 text_size = CalcTextSize(name, NULL, true);
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const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_aabb.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y + text_size.y);
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const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_aabb.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y + text_size.y);
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const bool clip_title = text_size.x > (text_max.x - text_min.x); // only push a clip rectangle if we need to, because it may turn into a separate draw call
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const bool clip_title = text_size.x > (text_max.x - text_min.x); // only push a clip rectangle if we need to, because it may turn into a separate draw call // FIXME-OPT: CPU side clipping would work well for this kind of case.
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if (clip_title)
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if (clip_title)
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PushClipRect(ImVec4(text_min.x, text_min.y, text_max.x, text_max.y));
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PushClipRect(ImVec4(text_min.x, text_min.y, text_max.x, text_max.y));
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RenderText(text_min, name);
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RenderText(text_min, name);
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@ -6154,6 +6156,7 @@ void ImDrawList::UpdateClipRect()
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}
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}
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}
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}
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// Scissoring. The values in clip_rect are x1, y1, x2, y2.
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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{
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{
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clip_rect_stack.push_back(clip_rect);
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clip_rect_stack.push_back(clip_rect);
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2
imgui.h
2
imgui.h
@ -782,7 +782,7 @@ struct ImDrawList
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ImDrawList() { Clear(); }
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ImDrawList() { Clear(); }
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IMGUI_API void Clear();
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IMGUI_API void Clear();
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IMGUI_API void PushClipRect(const ImVec4& clip_rect);
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IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
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IMGUI_API void PopClipRect();
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IMGUI_API void PopClipRect();
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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IMGUI_API void PopTextureID();
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IMGUI_API void PopTextureID();
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