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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # imgui.cpp
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@@ -1755,14 +1755,14 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
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const float separator_thickness = style.SeparatorTextBorderSize;
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const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
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const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
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const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f));
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const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f));
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ItemSize(min_size, text_baseline_y);
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if (!ItemAdd(bb, id))
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return;
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const float sep1_x1 = pos.x;
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const float sep2_x2 = bb.Max.x;
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const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
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const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.999f);
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const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
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const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN
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@@ -8959,7 +8959,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get
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// Tooltip on hover
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if (hovered && inner_bb.Contains(g.IO.MousePos))
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{
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const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
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const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.999f);
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const int v_idx = (int)(t * item_count);
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IM_ASSERT(v_idx >= 0 && v_idx < values_count);
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@@ -10998,13 +10998,9 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
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IM_UNUSED(flags);
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IM_ASSERT(width > 0.0f);
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const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
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const float y1 = bb.Min.y + 1.0f;
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const float y1 = bb.Min.y + 1.0f; // Leave a bit of room in title bars.
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const float y2 = bb.Max.y - g.Style.TabBarBorderSize;
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draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
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draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
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draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
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draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
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draw_list->PathFillConvex(col);
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draw_list->AddRectFilled(bb.Min, ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags_RoundCornersTop);
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if (g.Style.TabBorderSize > 0.0f)
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{
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draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
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