mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
TabBar: fixed single-tab not shrinking their width down.
+ minor typo fixes (#2738)
This commit is contained in:
parent
a33cedda14
commit
a856c670c1
@ -38,6 +38,7 @@ Other Changes:
|
||||
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).
|
||||
- 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,
|
||||
would generally make the debug layer complain (Added in 1.72).
|
||||
- Backends: Vulkan: Added support for specifying multisample count.
|
||||
|
@ -24,7 +24,7 @@
|
||||
// 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: 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.
|
||||
// 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.
|
||||
|
@ -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
|
||||
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)
|
||||
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)
|
||||
|
@ -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.
|
||||
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
|
||||
{
|
||||
if (count > 1)
|
||||
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
|
||||
if (count == 1)
|
||||
{
|
||||
items[0].Width -= width_excess;
|
||||
return;
|
||||
}
|
||||
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
|
||||
int count_same_width = 1;
|
||||
while (width_excess > 0.0f && count_same_width < count)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user