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mirror of https://github.com/ocornut/imgui.git synced 2024-11-13 18:50:58 +01:00

Fix various typos. (#3161)

(found by Debian's lintian on a package that uses imgui.)
(found by codespell.)
This commit is contained in:
Ryan Pavlik 2020-04-24 15:50:27 -05:00 committed by omar
parent 2593b6a1c8
commit 8cbff5ccb2
5 changed files with 25 additions and 25 deletions

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@ -900,7 +900,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS // [SECTION] FORWARD DECLARATIONS
@ -4231,7 +4231,7 @@ void ImGui::EndFrame()
UpdateMouseMovingWindowEndFrame(); UpdateMouseMovingWindowEndFrame();
// Sort the window list so that all child windows are after their parent // Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet // We cannot do that on FocusWindow() because children may not exist yet
g.WindowsTempSortBuffer.resize(0); g.WindowsTempSortBuffer.resize(0);
g.WindowsTempSortBuffer.reserve(g.Windows.Size); g.WindowsTempSortBuffer.reserve(g.Windows.Size);
for (int i = 0; i != g.Windows.Size; i++) for (int i = 0; i != g.Windows.Size; i++)
@ -4331,7 +4331,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
} }
// Find window given position, search front-to-back // Find window given position, search front-to-back
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected. // called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow() static void FindHoveredWindow()
@ -6360,7 +6360,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
} }
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. // Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
// If you want a window to never be focused, you may use the e.g. NoInputs flag. // If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{ {
@ -6814,7 +6814,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
// Verify that io.KeyXXX fields haven't been tampered with. Key mods shoudl not be modified between NewFrame() and EndFrame() // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(expected_key_mod_flags); IM_UNUSED(expected_key_mod_flags);
@ -7811,7 +7811,7 @@ void ImGui::EndPopup()
// Make all menus and popups wrap around for now, may need to expose that policy. // Make all menus and popups wrap around for now, may need to expose that policy.
NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
// Child-popups don't need to be layed out // Child-popups don't need to be laid out
IM_ASSERT(g.WithinEndChild == false); IM_ASSERT(g.WithinEndChild == false);
if (window->Flags & ImGuiWindowFlags_ChildWindow) if (window->Flags & ImGuiWindowFlags_ChildWindow)
g.WithinEndChild = true; g.WithinEndChild = true;

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@ -371,7 +371,7 @@ namespace ImGui
// Cursor / Layout // Cursor / Layout
// - By "cursor" we mean the current output position. // - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
@ -2299,7 +2299,7 @@ struct ImFont
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints. ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
// Methods // Methods
IMGUI_API ImFont(); IMGUI_API ImFont();

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@ -644,7 +644,7 @@ static void ShowDemoWindowWidgets()
static bool test_drag_and_drop = false; static bool test_drag_and_drop = false;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be layed out after the node."); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
@ -994,7 +994,7 @@ static void ShowDemoWindowWidgets()
} }
if (ImGui::TreeNode("Alignment")) if (ImGui::TreeNode("Alignment"))
{ {
HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line"); HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
for (int y = 0; y < 3; y++) for (int y = 0; y < 3; y++)
{ {
@ -1065,7 +1065,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Resize Callback")) if (ImGui::TreeNode("Resize Callback"))
{ {
// To wire InputText() with std::string or any other custom string type, // To wire InputText() with std::string or any other custom string type,
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type. // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your preferred type.
// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. // See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
struct Funcs struct Funcs
@ -1082,7 +1082,7 @@ static void ShowDemoWindowWidgets()
return 0; return 0;
} }
// Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files. // Tip: Because ImGui:: is a namespace you would typically add your own function into the namespace in your own source files.
// For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str). // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
{ {
@ -3865,7 +3865,7 @@ struct ExampleAppConsole
AddLog("Unknown command: '%s'\n", command_line); AddLog("Unknown command: '%s'\n", command_line);
} }
// On commad input, we scroll to bottom even if AutoScroll==false // On command input, we scroll to bottom even if AutoScroll==false
ScrollToBottom = true; ScrollToBottom = true;
} }

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@ -615,7 +615,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
_IdxWritePtr += 6; _IdxWritePtr += 6;
} }
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values. // Those macros expects l-values.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) #define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) #define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
@ -684,7 +684,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
dm_x *= AA_SIZE; dm_x *= AA_SIZE;
dm_y *= AA_SIZE; dm_y *= AA_SIZE;
// Add temporary vertexes // Add temporary vertices
ImVec2* out_vtx = &temp_points[i2*2]; ImVec2* out_vtx = &temp_points[i2*2];
out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y; out_vtx[0].y = points[i2].y + dm_y;
@ -701,7 +701,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
idx1 = idx2; idx1 = idx2;
} }
// Add vertexes // Add vertices
for (int i = 0; i < points_count; i++) for (int i = 0; i < points_count; i++)
{ {
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
@ -741,7 +741,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
float dm_in_x = dm_x * half_inner_thickness; float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertexes // Add temporary vertices
ImVec2* out_vtx = &temp_points[i2*4]; ImVec2* out_vtx = &temp_points[i2*4];
out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[0].y = points[i2].y + dm_out_y;
@ -764,7 +764,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
idx1 = idx2; idx1 = idx2;
} }
// Add vertexes // Add vertices
for (int i = 0; i < points_count; i++) for (int i = 0; i < points_count; i++)
{ {
_VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
@ -2307,7 +2307,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
for (int i = 0; i < atlas->Fonts.size(); i++) for (int i = 0; i < atlas->Fonts.size(); i++)
{ {
ImFont* font = atlas->Fonts[i]; ImFont* font = atlas->Fonts[i];
@ -3329,7 +3329,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
// Helper for ColorPicker4() // Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// FIXME: uses ImGui::GetColorU32 // FIXME: uses ImGui::GetColorU32
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
{ {

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@ -2345,7 +2345,7 @@ float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_m
return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
} }
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. // FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{ {
@ -2942,7 +2942,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll; flags |= ImGuiInputTextFlags_AutoSelectAll;
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
if (p_step != NULL) if (p_step != NULL)
{ {
@ -3360,7 +3360,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
if (!is_resizable) if (!is_resizable)
return; return;
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiInputTextState* edit_state = &g.InputTextState; ImGuiInputTextState* edit_state = &g.InputTextState;
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
@ -4745,7 +4745,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
{ {
// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
value_changed = true; value_changed = true;
@ -6249,7 +6249,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos; ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)