Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.

This commit is contained in:
ocornut
2025-10-06 18:39:10 +02:00
parent 4b858cf5d1
commit ee3d16f150
2 changed files with 16 additions and 12 deletions

View File

@@ -68,9 +68,6 @@ Other Changes:
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983) using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers() - IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
helpers to null all handlers. (#8945, #2769) helpers to null all handlers. (#8945, #2769)
- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
See misc/debuggers/ for details. (#8950) [@mentlerd]
- Textures: fixed a crash if texture status is set to _WantDestroy by a backend after - Textures: fixed a crash if texture status is set to _WantDestroy by a backend after
it had already been destroyed. This would typically happen when calling backend's it had already been destroyed. This would typically happen when calling backend's
ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811) ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
@@ -83,12 +80,16 @@ Other Changes:
- Textures: fixed not updating ImTextureData's RefCount when destroying a context - Textures: fixed not updating ImTextureData's RefCount when destroying a context
using a shared ImFontAtlas, leading standard backends to not properly free using a shared ImFontAtlas, leading standard backends to not properly free
texture resources. (#8975) [@icrashstuff] texture resources. (#8975) [@icrashstuff]
- CI: Updates Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r] - Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.
- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
See misc/debuggers/ for details. (#8950) [@mentlerd]
- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r]
- Docs: updated FAQ with new "What is the difference between Dear ImGui and
traditional UI toolkits?" entry. (#8862)
- Backends: all backends call ImGuiPlatformIO::ClearPlatformHandlers() and - Backends: all backends call ImGuiPlatformIO::ClearPlatformHandlers() and
ClearRendererHandlers() on shutdown, so as not to leave function pointers ClearRendererHandlers() on shutdown, so as not to leave function pointers
which may be dangling when using backend in e.g. DLL. (#8945, #2769) which may be dangling when using backend in e.g. DLL. (#8945, #2769)
- Docs: updated FAQ with new "What is the difference between Dear ImGui and
traditional UI toolkits?" entry. (#8862)
- Backends: DirectX12: reuse a command list and allocator for texture uploads instead - Backends: DirectX12: reuse a command list and allocator for texture uploads instead
of recreating them each time. (#8963, #8465) [@RT2Code] of recreating them each time. (#8963, #8465) [@RT2Code]
- Backends: DirectX12: Rework synchronization logic. (#8961) [@RT2Code] - Backends: DirectX12: Rework synchronization logic. (#8961) [@RT2Code]

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@@ -4795,15 +4795,18 @@ static void DemoWindowLayout()
ImGui::Checkbox("Decoration", &enable_extra_decorations); ImGui::Checkbox("Decoration", &enable_extra_decorations);
ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
ImGui::SameLine();
ImGui::Checkbox("Track", &enable_track); ImGui::Checkbox("Track", &enable_track);
ImGui::PushItemWidth(100);
ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
bool scroll_to_off = ImGui::Button("Scroll Offset"); bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); ImGui::SameLine();
scroll_to_off |= ImGui::Button("Scroll Offset");
bool scroll_to_pos = ImGui::Button("Scroll To Pos"); bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");;
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); ImGui::SameLine();
scroll_to_pos |= ImGui::Button("Scroll To Pos");
ImGui::PopItemWidth(); ImGui::PopItemWidth();
if (scroll_to_off || scroll_to_pos) if (scroll_to_off || scroll_to_pos)