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Tweak changelog + tweak internal render helper functions.
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@ -51,25 +51,26 @@ Other Changes:
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- Demo: Added "Documents" example app showcasing possible use for tabs.
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This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
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(It does not provide the docking/splitting/merging of windows available in the Docking branch)
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- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering
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the ID, as a convenience to avoid using the ### operator.
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- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID,
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as a convenience to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
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- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus
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the parent window of the popup instead of the newly clicked window.
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- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
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- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
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- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
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it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do.
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- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups).
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it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
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- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
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This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
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- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
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in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
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- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
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- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
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keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
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- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function itself
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at the call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
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- Error recovery: Missing calls to End(), pass the assert, should not lead to crashes or to the fallback Debug window
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appearing on screen, (#1651).
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- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
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to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
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Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
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Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
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into e.g. an error log and stopping the script execution.
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- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
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- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
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- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
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@ -78,8 +79,7 @@ Other Changes:
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which is the same as the title bar height.
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- Demo: "Simple Layout" and "Style Editor" are now using tabs.
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- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
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- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file
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to ease integration.
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- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
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- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
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@ -2953,8 +2953,9 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
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// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
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// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
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// the boldness or positioning of what the font uses...
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void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImFont* font, ImVec2 pos, int count, ImU32 col)
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void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
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{
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ImFont* font = draw_list->_Data->Font;
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pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent + 0.5f - 1.0f);
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for (int dot_n = 0; dot_n < count; dot_n++)
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draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
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@ -1370,7 +1370,7 @@ namespace ImGui
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IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImFont* font, ImVec2 pos, int count, ImU32 col);
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IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
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// Widgets
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IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
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@ -6542,7 +6542,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
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const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f;
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if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x)
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RenderPixelEllipsis(draw_list, g.Font, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text));
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RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text));
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}
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else
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{
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