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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp
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@@ -5949,8 +5949,11 @@ void ImGui::NewFrame()
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if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
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TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
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for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
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{
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table_temp_data.ReconcileColumnsRequests.clear(); // Unusual: clear every frame because this is rarely used.
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if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
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TableGcCompactTransientBuffers(&table_temp_data);
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}
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if (g.GcCompactAll)
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GcCompactTransientMiscBuffers();
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g.GcCompactAll = false;
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@@ -8160,7 +8163,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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ImRect title_bar_rect = window->TitleBarRect();
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if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
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if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner)
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{
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window->WantCollapseToggle = true;
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SetKeyOwner(ImGuiKey_MouseLeft, window->MoveId); // Claim input the same way ButtonBehavior() does. Prevent a same-frame move from triggering other items. (#9439)
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}
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if (window->WantCollapseToggle)
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{
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window->Collapsed = !window->Collapsed;
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@@ -15065,7 +15071,7 @@ static void ImGui::NavUpdateContextMenuRequest()
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ImGuiContext& g = *GImGui;
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g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0;
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const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0;
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if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL)
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return;
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