Comments. Fix duplicate entries in About box. Synchronize a few small changes from Master branch.

This commit is contained in:
omar
2019-02-01 11:04:04 +01:00
parent f906d53f7d
commit cbf24a9151
3 changed files with 13 additions and 20 deletions

View File

@ -884,8 +884,8 @@ CODE
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport).
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
and then call your rendered code with your own ImDrawList or ImDrawData data.
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
@ -3576,7 +3576,7 @@ void ImGui::NewFrame()
UpdateViewportsNewFrame();
// Setup current font, and draw list shared data
// Setup current font and draw list shared data
// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
@ -3587,7 +3587,8 @@ void ImGui::NewFrame()
g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y);
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
// Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport.
// Setup Overlay draw list for the viewport.
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
@ -5110,7 +5111,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
}
// Apply back modified position/size to window
if (size_target.x != FLT_MAX && (size_target.x != window->SizeFull.x || size_target.y != window->SizeFull.y))
if (size_target.x != FLT_MAX)
{
window->SizeFull = size_target;
MarkIniSettingsDirty(window);
@ -5451,9 +5452,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
MarkIniSettingsDirty(window);
}
//if (window->DockNode && window->DockIsActive)
// size_full_modified = window->SizeFull;
// Apply minimum/maximum window size constraints and final size
window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
@ -5596,7 +5594,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
else if ((window->DockIsActive || !(flags & ImGuiWindowFlags_ChildWindow)) && !(flags & ImGuiWindowFlags_Tooltip))
else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
want_focus = true;
}
@ -11398,10 +11396,9 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
node->IsFocused = is_focused;
if (is_focused)
node->LastFrameFocused = g.FrameCount;
// Notify root of visible window (used to display title in OS task bar)
if (node->VisibleWindow)
{
// Notify root of visible window (used to display title in OS task bar)
if (is_focused || root_node->VisibleWindow == NULL)
root_node->VisibleWindow = node->VisibleWindow;
if (node->TabBar)
@ -13173,6 +13170,9 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings
//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
// All text output from the interface can be captured into tty/file/clipboard.
// By default, tree nodes are automatically opened during logging.
//-----------------------------------------------------------------------------
// Pass text data straight to log (without being displayed)
void ImGui::LogText(const char* fmt, ...)