mirror of https://github.com/ocornut/imgui
Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine.
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@ -62,6 +62,7 @@ Other changes:
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- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
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- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
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- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
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- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
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on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
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on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
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- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
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Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
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- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
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- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
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@ -5612,7 +5612,9 @@ void ImGui::EndChild()
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else
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else
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{
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{
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// Not navigable into
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// Not navigable into
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ItemAdd(bb, 0);
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// - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
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// - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
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ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
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// But when flattened we directly reach items, adjust active layer mask accordingly
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// But when flattened we directly reach items, adjust active layer mask accordingly
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if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
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if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
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2
imgui.h
2
imgui.h
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@ -28,7 +28,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.90.7 WIP"
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#define IMGUI_VERSION "1.90.7 WIP"
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#define IMGUI_VERSION_NUM 19064
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#define IMGUI_VERSION_NUM 19065
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -328,6 +328,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
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if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
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if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
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{
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{
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ItemSize(outer_rect);
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ItemSize(outer_rect);
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ItemAdd(outer_rect, id);
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return false;
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return false;
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}
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}
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@ -1462,6 +1463,7 @@ void ImGui::EndTable()
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// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
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// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
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if (inner_window != outer_window)
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if (inner_window != outer_window)
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{
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{
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inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
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EndChild();
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EndChild();
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}
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}
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else
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else
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