Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).

+ Added missing IMGUI_API marker to the EmptyString storage used by ImGuiTextBuffer. (#2672)
This commit is contained in:
omar
2019-07-17 09:59:10 -07:00
parent 130b44994e
commit ea79992d9a
4 changed files with 14 additions and 11 deletions

View File

@ -280,7 +280,7 @@ namespace ImGui
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
@ -1612,7 +1612,7 @@ struct ImGuiTextFilter
struct ImGuiTextBuffer
{
ImVector<char> Buf;
static char EmptyString[1];
IMGUI_API static char EmptyString[1];
ImGuiTextBuffer() { }
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }