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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp
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commit
b618629d99
25
imgui.cpp
25
imgui.cpp
@ -5402,14 +5402,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Title bar
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if (!(flags & ImGuiWindowFlags_NoTitleBar))
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window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, ImDrawCornerFlags_Top);
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window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, ImDrawCornerFlags_Top);
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// Menu bar
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if (flags & ImGuiWindowFlags_MenuBar)
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{
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ImRect menu_bar_rect = window->MenuBarRect();
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window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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if (style.FrameBorderSize > 0.0f)
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
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window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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@ -10366,14 +10367,18 @@ bool ImGui::BeginMenuBar()
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if (!(window->Flags & ImGuiWindowFlags_MenuBar))
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(!window->DC.MenuBarAppending);
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BeginGroup(); // Save position
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PushID("##menubar");
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ImRect rect = window->MenuBarRect();
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rect.Max.x = ImMax(rect.Min.x, rect.Max.x - g.Style.WindowRounding);
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PushClipRect(ImVec2(ImFloor(rect.Min.x+0.5f), ImFloor(rect.Min.y + window->WindowBorderSize + 0.5f)), ImVec2(ImFloor(rect.Max.x+0.5f), ImFloor(rect.Max.y+0.5f)), false);
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window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
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// We don't clip with regular window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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clip_rect.ClipWith(window->Rect());
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffsetX, bar_rect.Min.y);// + g.Style.FramePadding.y);
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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window->DC.NavLayerCurrent++;
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window->DC.NavLayerCurrentMask <<= 1;
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@ -10879,7 +10884,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if (n + 1 == components)
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PushItemWidth(w_item_last);
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if (flags & ImGuiColorEditFlags_Float)
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value_changed |= value_changed_as_float |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
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value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
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else
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value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
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if (!(flags & ImGuiColorEditFlags_NoOptions))
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@ -10899,7 +10904,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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PushItemWidth(w_items_all);
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if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
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{
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value_changed |= true;
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value_changed = true;
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char* p = buf;
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while (*p == '#' || ImCharIsSpace(*p))
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p++;
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@ -846,6 +846,7 @@ public:
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ImGuiID GetID(const void* ptr);
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ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
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// We don't use g.FontSize because the window may be != g.CurrentWidow.
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
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float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
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float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
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