TabBar: fixed single-tab not shrinking their width down.

+ minor typo fixes (#2738)
This commit is contained in:
omar 2019-08-21 23:05:46 +02:00
parent a33cedda14
commit a856c670c1
4 changed files with 9 additions and 4 deletions

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@ -38,6 +38,7 @@ Other Changes:
Note that some elements won't accurately fade down with the same intensity, and the color wheel Note that some elements won't accurately fade down with the same intensity, and the color wheel
when enabled will have small overlap glitches with (style.Alpha < 1.0). when enabled will have small overlap glitches with (style.Alpha < 1.0).
- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
- TabBar: fixed single-tab not shrinking their width down.
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
would generally make the debug layer complain (Added in 1.72). would generally make the debug layer complain (Added in 1.72).
- Backends: Vulkan: Added support for specifying multisample count. - Backends: Vulkan: Added support for specifying multisample count.

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@ -24,7 +24,7 @@
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode. // 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.

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@ -638,7 +638,7 @@ CODE
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using: an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)

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@ -1361,8 +1361,12 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
// Shrink excess width from a set of item, by removing width from the larger items first. // Shrink excess width from a set of item, by removing width from the larger items first.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
{ {
if (count > 1) if (count == 1)
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); {
items[0].Width -= width_excess;
return;
}
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
int count_same_width = 1; int count_same_width = 1;
while (width_excess > 0.0f && count_same_width < count) while (width_excess > 0.0f && count_same_width < count)
{ {