Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing

This commit is contained in:
ocornut 2015-03-15 11:10:48 +00:00
parent 304d19a0d8
commit edde703f8f
2 changed files with 10 additions and 9 deletions

View File

@ -129,6 +129,7 @@
Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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. 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.
- 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
- 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function. - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function.
- 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth
- 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function. - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function.
@ -506,7 +507,7 @@ ImGuiStyle::ImGuiStyle()
TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
AutoFitPadding = ImVec2(8,8); // Extra space after auto-fit (double-clicking on resize grip) AutoFitPadding = ImVec2(8,8); // Extra space after auto-fit (double-clicking on resize grip)
WindowFillAlphaDefault = 0.70f; // Default alpha of window background, if not specified in ImGui::Begin() WindowFillAlphaDefault = 0.70f; // Default alpha of window background, if not specified in ImGui::Begin()
TreeNodeSpacing = 22.0f; // Horizontal spacing when entering a tree node IndentSpacing = 22.0f; // Horizontal spacing when e.g. entering a tree node
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
ScrollbarWidth = 16.0f; // Width of the vertical scrollbar ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a slider or scrollbar grab GrabMinSize = 10.0f; // Minimum width/height of a slider or scrollbar grab
@ -3383,7 +3384,7 @@ static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding; case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding; case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding;
case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding; case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing; case ImGuiStyleVar_IndentSpacing: return &g.Style.IndentSpacing;
case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize; case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize;
} }
return NULL; return NULL;
@ -4542,7 +4543,7 @@ bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
str_id = fmt; str_id = fmt;
ImGui::PushID(str_id); ImGui::PushID(str_id);
const bool opened = ImGui::CollapsingHeader(buf, "", false); // do not add to the ID so that TreeNodeSetOpen can access const bool opened = ImGui::CollapsingHeader(buf, "", false);
ImGui::PopID(); ImGui::PopID();
if (opened) if (opened)
@ -6894,7 +6895,7 @@ void ImGui::TreePush(const char* str_id)
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.ColumnsStartX += g.Style.TreeNodeSpacing; window->DC.ColumnsStartX += g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX; window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
window->DC.TreeDepth++; window->DC.TreeDepth++;
PushID(str_id ? str_id : "#TreePush"); PushID(str_id ? str_id : "#TreePush");
@ -6904,7 +6905,7 @@ void ImGui::TreePush(const void* ptr_id)
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.ColumnsStartX += g.Style.TreeNodeSpacing; window->DC.ColumnsStartX += g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX; window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
window->DC.TreeDepth++; window->DC.TreeDepth++;
PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
@ -6914,7 +6915,7 @@ void ImGui::TreePop()
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.ColumnsStartX -= g.Style.TreeNodeSpacing; window->DC.ColumnsStartX -= g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX; window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
window->DC.TreeDepth--; window->DC.TreeDepth--;
PopID(); PopID();
@ -8585,7 +8586,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat("TreeNodeSpacing", &style.TreeNodeSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("ScrollBarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f"); ImGui::SliderFloat("ScrollBarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
ImGui::TreePop(); ImGui::TreePop();

View File

@ -503,7 +503,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_FrameRounding, // float ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2 ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float ImGuiStyleVar_GrabMinSize // float
}; };
@ -540,7 +540,7 @@ struct ImGuiStyle
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip) ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin() float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float TreeNodeSpacing; // Horizontal spacing when entering a tree node float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarWidth; // Width of the vertical scrollbar float ScrollbarWidth; // Width of the vertical scrollbar
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab float GrabMinSize; // Minimum width/height of a slider or scrollbar grab