Renamed GetTreeStateStorage() to GetStateStorage(). Columns storing floats instead of fixed point integers
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parent
1b25fa8169
commit
39952d2362
16
imgui.cpp
16
imgui.cpp
@ -3078,13 +3078,13 @@ void ImGui::SetKeyboardFocusHere(int offset)
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window->FocusIdxTabRequestNext = IM_INT_MAX;
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}
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void ImGui::SetTreeStateStorage(ImGuiStorage* tree)
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void ImGui::SetStateStorage(ImGuiStorage* tree)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.StateStorage = tree ? tree : &window->StateStorage;
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}
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ImGuiStorage* ImGui::GetTreeStateStorage()
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ImGuiStorage* ImGui::GetStateStorage()
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{
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ImGuiWindow* window = GetCurrentWindow();
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return window->DC.StateStorage;
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@ -3539,17 +3539,17 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
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const ImGuiID id = window->GetID(str_id);
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// We only write to the tree storage if the user clicks
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ImGuiStorage* tree = window->DC.StateStorage;
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ImGuiStorage* storage = window->DC.StateStorage;
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bool opened;
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if (window->DC.OpenNextNode != -1)
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{
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opened = window->DC.OpenNextNode > 0;
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tree->SetInt(id, opened);
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storage->SetInt(id, opened);
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window->DC.OpenNextNode = -1;
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}
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else
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{
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opened = tree->GetInt(id, default_open) != 0;
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opened = storage->GetInt(id, default_open) != 0;
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}
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// Framed header expand a little outside the default padding
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@ -3582,7 +3582,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, const bool d
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if (pressed)
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{
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opened = !opened;
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tree->SetInt(id, opened);
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storage->SetInt(id, opened);
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}
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// Render
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@ -5444,7 +5444,7 @@ float ImGui::GetColumnOffset(int column_index)
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const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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RegisterAliveId(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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const float t = (float)window->StateStorage.GetInt(column_id, (int)(default_t * 8192)) / 8192; // Cheaply store our floating point value inside the integer (could store an union into the map?)
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const float t = window->StateStorage.GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
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const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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return offset;
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@ -5459,7 +5459,7 @@ void ImGui::SetColumnOffset(int column_index, float offset)
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const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
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const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
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window->StateStorage.SetInt(column_id, (int)(t*8192));
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window->StateStorage.SetFloat(column_id, t);
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}
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float ImGui::GetColumnWidth(int column_index)
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4
imgui.h
4
imgui.h
@ -170,8 +170,8 @@ namespace ImGui
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
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IMGUI_API void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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IMGUI_API ImGuiStorage* GetTreeStateStorage();
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
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IMGUI_API void PopItemWidth();
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