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Renamed GetScrollPosY() to GetScrollY(). (#150)
Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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@ -136,6 +136,7 @@
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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- 2015/07/01 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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- 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
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- 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
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- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
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- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
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@ -4815,7 +4816,7 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
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window->DC.CursorPos = screen_pos;
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window->DC.CursorPos = screen_pos;
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}
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}
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float ImGui::GetScrollPosY()
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float ImGui::GetScrollY()
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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return window->ScrollY;
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return window->ScrollY;
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2
imgui.h
2
imgui.h
@ -135,7 +135,7 @@ namespace ImGui
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
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IMGUI_API float GetScrollY(); // get scrolling position [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollPosHere(float center_y_ratio = 0.5f); // adjust scrolling position to make the current cursor position visible. center_y_ratio=0.0: top, =0.5: center, =1.0: bottom.
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IMGUI_API void SetScrollPosHere(float center_y_ratio = 0.5f); // adjust scrolling position to make the current cursor position visible. center_y_ratio=0.0: top, =0.5: center, =1.0: bottom.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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