Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
#	imgui.cpp
This commit is contained in:
ocornut
2024-02-20 15:33:20 +01:00
10 changed files with 92 additions and 50 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.90.3
// dear imgui, v1.90.4 WIP
// (main code and documentation)
// Help:
@@ -925,7 +925,7 @@ CODE
Q: How can I easily use icons in my application?
Q: How can I load multiple fonts?
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
>> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
>> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
Q&A: Concerns
=============
@@ -5969,22 +5969,25 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
{
// Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
// FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
// We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
// FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
// Perhaps should tend further a neater test for this.
ImGuiContext& g = *GImGui;
ImVec2 size_min;
if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
{
size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
}
else
{
ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
}
// Reduce artifacts with very small windows
ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
return size_min;
}
@@ -7235,7 +7238,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_hovered = -1, border_held = -1;
ImU32 resize_grip_col[4] = {};
const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (handle_borders_and_resize_grips && !window->Collapsed)
if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
@@ -11467,7 +11470,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
else
{
// Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
ClosePopupToLevel(current_stack_size, false);
ClosePopupToLevel(current_stack_size, true);
g.OpenPopupStack.push_back(popup_ref);
}
@@ -20810,7 +20813,7 @@ void ImGui::DebugNodeFont(ImFont* font)
SetNextItemWidth(GetFontSize() * 8);
DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
SameLine(); MetricsHelpMarker(
"Note than the default embedded font is NOT meant to be scaled.\n\n"
"Note that the default embedded font is NOT meant to be scaled.\n\n"
"Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
"You may oversample them to get some flexibility with scaling. "
"You can also render at multiple sizes and select which one to use at runtime.\n\n"