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Internals: Using ImFloor().when appropriate.
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parent
0cabd81071
commit
f610e25682
13
imgui.cpp
13
imgui.cpp
@ -4163,14 +4163,13 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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{
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// Retrieve settings from .ini file
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// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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window->PosFloat = ImVec2(60, 60);
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = window->PosFloat = ImVec2(60, 60);
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if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
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{
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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window->PosFloat = settings->Pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(window->PosFloat);
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window->Collapsed = settings->Collapsed;
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = settings->Size;
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@ -4494,7 +4493,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Popup first latch mouse position, will position itself when it appears next frame
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window->AutoPosLastDirection = ImGuiDir_None;
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if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
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window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
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window->Pos = window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos;
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}
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// Collapse window by double-clicking on title bar
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@ -4648,7 +4647,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
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}
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}
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(window->PosFloat);
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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@ -4765,7 +4764,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
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window->Pos = window->PosFloat = ImFloor(pos_target);
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MarkIniSettingsDirty(window);
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}
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@ -5593,7 +5592,7 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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const ImVec2 old_pos = window->Pos;
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window->PosFloat = pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->Pos = ImFloor(pos);
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window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
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}
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