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Comments. Fix duplicate entries in About box. Synchronize a few small changes from Master branch.
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imgui.cpp
22
imgui.cpp
@ -884,8 +884,8 @@ CODE
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(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport).
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
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and then call your rendered code with your own ImDrawList or ImDrawData data.
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
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your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
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Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
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A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
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@ -3576,7 +3576,7 @@ void ImGui::NewFrame()
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UpdateViewportsNewFrame();
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// Setup current font, and draw list shared data
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// Setup current font and draw list shared data
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// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
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g.IO.Fonts->Locked = true;
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SetCurrentFont(GetDefaultFont());
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@ -3587,7 +3587,8 @@ void ImGui::NewFrame()
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g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y);
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g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport.
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// Setup Overlay draw list for the viewport.
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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@ -5110,7 +5111,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX && (size_target.x != window->SizeFull.x || size_target.y != window->SizeFull.y))
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if (size_target.x != FLT_MAX)
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{
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window->SizeFull = size_target;
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MarkIniSettingsDirty(window);
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@ -5451,9 +5452,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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MarkIniSettingsDirty(window);
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}
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//if (window->DockNode && window->DockIsActive)
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// size_full_modified = window->SizeFull;
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// Apply minimum/maximum window size constraints and final size
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window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
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window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
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@ -5596,7 +5594,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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if (flags & ImGuiWindowFlags_Popup)
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want_focus = true;
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else if ((window->DockIsActive || !(flags & ImGuiWindowFlags_ChildWindow)) && !(flags & ImGuiWindowFlags_Tooltip))
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else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
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want_focus = true;
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}
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@ -11398,10 +11396,9 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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node->IsFocused = is_focused;
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if (is_focused)
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node->LastFrameFocused = g.FrameCount;
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// Notify root of visible window (used to display title in OS task bar)
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if (node->VisibleWindow)
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{
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// Notify root of visible window (used to display title in OS task bar)
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if (is_focused || root_node->VisibleWindow == NULL)
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root_node->VisibleWindow = node->VisibleWindow;
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if (node->TabBar)
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@ -13173,6 +13170,9 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings
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//-----------------------------------------------------------------------------
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// [SECTION] LOGGING/CAPTURING
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//-----------------------------------------------------------------------------
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// All text output from the interface can be captured into tty/file/clipboard.
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// By default, tree nodes are automatically opened during logging.
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//-----------------------------------------------------------------------------
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// Pass text data straight to log (without being displayed)
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void ImGui::LogText(const char* fmt, ...)
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@ -2729,9 +2729,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
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#endif
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#ifdef IMGUI_HAS_DOCK
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ImGui::Text("define: IMGUI_HAS_DOCK");
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#endif
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#ifdef IMGUI_HAS_TABS
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ImGui::Text("define: IMGUI_HAS_TABS");
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#endif
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ImGui::Separator();
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ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
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@ -2756,10 +2753,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
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if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift");
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if (io.ConfigDockingTabBarOnSingleWindows) ImGui::Text("io.ConfigDockingTabBarOnSingleWindows");
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if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload");
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if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge");
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if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon");
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if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration");
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if (io.ConfigViewportsNoParent) ImGui::Text("io.ConfigViewportsNoParent");
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if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
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if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
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if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
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@ -4263,7 +4256,7 @@ void ShowExampleAppDocuments(bool* p_open)
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return;
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}
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// Menu Bar
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// Menu
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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@ -352,7 +352,7 @@ enum ImGuiSeparatorFlags_
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ImGuiSeparatorFlags_Vertical = 1 << 1
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};
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// Transient per-window ItemFlags, reset at the beginning of the frame. For child windows: inherited from parent on first Begin().
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// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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{
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