mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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@ -503,7 +503,7 @@
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// Turn the RGBA pixel data into an OpenGL texture:
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// Turn the RGBA pixel data into an OpenGL texture:
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GLuint my_opengl_texture;
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GLuint my_opengl_texture;
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glGenTextures(1, &my_opengl_texture);
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glGenTextures(1, &my_opengl_texture);
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glBindTexture(GL_TEXTURE_2D, image_tex);
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glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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@ -2544,7 +2544,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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if (new_best)
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if (new_best)
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{
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{
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result->ID = id;
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result->ID = id;
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result->ParentID = window->IDStack.back();
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result->Window = window;
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result->Window = window;
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result->RectRel = nav_bb_rel;
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result->RectRel = nav_bb_rel;
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}
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}
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@ -538,7 +538,6 @@ struct ImDrawDataBuilder
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struct ImGuiNavMoveResult
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struct ImGuiNavMoveResult
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{
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{
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ImGuiID ID; // Best candidate
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ImGuiID ID; // Best candidate
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ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context
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ImGuiWindow* Window; // Best candidate window
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ImGuiWindow* Window; // Best candidate window
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float DistBox; // Best candidate box distance to current NavId
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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@ -546,7 +545,7 @@ struct ImGuiNavMoveResult
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiNavMoveResult() { Clear(); }
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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};
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};
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// Storage for SetNexWindow** functions
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// Storage for SetNexWindow** functions
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