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Allowing the user to call NewFrame() multiple times without calling Render()
Note that this is never a good idea. But, allowing it reduce confusion in the initial stage of setup.
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18
imgui.cpp
18
imgui.cpp
@ -109,7 +109,6 @@
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ISSUES AND TODO-LIST
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- misc: allow user to call NewFrame() multiple times without a render.
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- misc: merge ImVec4 / ImGuiAabb, they are essentially duplicate containers
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- window: autofit is losing its purpose when user relies on any dynamic layout (window width multiplier, column). maybe just discard autofit?
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- window: support horizontal scroll
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@ -148,6 +147,7 @@
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- input: keyboard: full keyboard navigation and focus.
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- input: support trackpad style scrolling & slider edit.
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- misc: not thread-safe
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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- optimisation/render: use indexed rendering
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- optimisation/render: move clip-rect to vertex data? would allow merging all commands
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- optimisation/render: merge command-list of all windows into one command-list?
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@ -1247,7 +1247,7 @@ void NewFrame()
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float scale = new_font_scale / window->FontScale;
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window->FontScale = new_font_scale;
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ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos += offset;
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window->PosFloat += offset;
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window->Size *= scale;
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@ -1271,11 +1271,17 @@ void NewFrame()
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// Mark all windows as not visible
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for (size_t i = 0; i != g.Windows.size(); i++)
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g.Windows[i]->Visible = false;
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{
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ImGuiWindow* window = g.Windows[i];
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window->Visible = false;
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window->Accessed = false;
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}
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// Create implicit window
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// We will only render it if the user has added something to it.
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IM_ASSERT(g.CurrentWindowStack.empty()); // No window should be open at the beginning of the frame!
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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g.CurrentWindowStack.clear();
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// Create implicit window - we will only render it if the user has added something to it.
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ImGui::Begin("Debug", NULL, ImVec2(400,400));
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}
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