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Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290
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@ -45,6 +45,8 @@ Other changes:
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- Menus, Popups: Fixed an issue where hovering a parent-menu upward would
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erroneously close the window. (#7325, #7287, #7063)
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- Popups: Fixed resizable popup minimum size being too small. Standardized minimum
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size logic. (#7329).
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- Tables: Angled headers: fixed support for multi-line labels. (#6917)
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- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917)
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- Tables: Angled headers: properly registers horizontal component of angled headers
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14
imgui.cpp
14
imgui.cpp
@ -5676,22 +5676,25 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
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static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
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{
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// Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
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// FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
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// We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
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// FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
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// Perhaps should tend further a neater test for this.
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ImGuiContext& g = *GImGui;
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ImVec2 size_min;
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if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
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if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
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{
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size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
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size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
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}
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else
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{
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ImGuiWindow* window_for_height = window;
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size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
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size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
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size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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}
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// Reduce artifacts with very small windows
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ImGuiWindow* window_for_height = window;
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size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
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return size_min;
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}
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@ -6755,6 +6758,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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#endif
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// Handle manual resize: Resize Grips, Borders, Gamepad
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// FIXME: _ChildWindow + _Popup windows may want resize grips.
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int border_hovered = -1, border_held = -1;
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ImU32 resize_grip_col[4] = {};
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const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
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