mirror of https://github.com/ocornut/imgui
Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter.
This commit is contained in:
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af2fbf043d
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5d973a87d4
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@ -20,6 +20,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
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@ -47,9 +48,9 @@
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer2_Data
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{
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SDL_Renderer* SDLRenderer;
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SDL_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
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ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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@ -73,7 +74,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
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io.BackendRendererName = "imgui_impl_sdlrenderer2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer;
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bd->Renderer = renderer;
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return true;
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}
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@ -92,14 +93,12 @@ void ImGui_ImplSDLRenderer2_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer2_SetupRenderState()
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static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
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SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
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SDL_RenderSetViewport(renderer, nullptr);
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SDL_RenderSetClipRect(renderer, nullptr);
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}
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void ImGui_ImplSDLRenderer2_NewFrame()
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@ -111,16 +110,14 @@ void ImGui_ImplSDLRenderer2_NewFrame()
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ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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// If there's a scale factor set by the user, use that instead
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// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
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float rsx = 1.0f;
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float rsy = 1.0f;
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SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
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SDL_RenderGetScale(renderer, &rsx, &rsy);
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ImVec2 render_scale;
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
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@ -139,16 +136,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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SDL_Rect ClipRect;
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};
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BackupSDLRendererState old = {};
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old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
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SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
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SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
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old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
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SDL_RenderGetViewport(renderer, &old.Viewport);
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SDL_RenderGetClipRect(renderer, &old.ClipRect);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = render_scale;
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// Render command lists
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ImGui_ImplSDLRenderer2_SetupRenderState();
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -163,7 +160,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplSDLRenderer2_SetupRenderState();
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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@ -180,7 +177,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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continue;
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SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
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SDL_RenderSetClipRect(bd->SDLRenderer, &r);
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SDL_RenderSetClipRect(renderer, &r);
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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@ -192,7 +189,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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SDL_RenderGeometryRaw(renderer, tex,
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xy, (int)sizeof(ImDrawVert),
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color, (int)sizeof(ImDrawVert),
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uv, (int)sizeof(ImDrawVert),
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@ -203,8 +200,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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}
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// Restore modified SDL_Renderer state
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SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
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SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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SDL_RenderSetViewport(renderer, &old.Viewport);
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SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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@ -220,7 +217,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == nullptr)
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{
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SDL_Log("error creating texture");
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@ -28,7 +28,7 @@ struct SDL_Renderer;
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
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@ -20,6 +20,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
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// 2023-05-30: Initial version.
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@ -43,9 +44,9 @@
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* SDLRenderer;
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SDL_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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@ -69,7 +70,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
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io.BackendRendererName = "imgui_impl_sdlrenderer3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer;
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bd->Renderer = renderer;
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return true;
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}
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@ -88,14 +89,12 @@ void ImGui_ImplSDLRenderer3_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer3_SetupRenderState()
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static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
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SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderClipRect(renderer, nullptr);
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}
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void ImGui_ImplSDLRenderer3_NewFrame()
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@ -107,16 +106,14 @@ void ImGui_ImplSDLRenderer3_NewFrame()
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ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// If there's a scale factor set by the user, use that instead
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// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
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float rsx = 1.0f;
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float rsy = 1.0f;
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SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
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SDL_GetRenderScale(renderer, &rsx, &rsy);
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ImVec2 render_scale;
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
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@ -136,17 +133,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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SDL_Rect ClipRect;
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};
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BackupSDLRendererState old = {};
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old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
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old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
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SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
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SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
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old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
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old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
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SDL_GetRenderViewport(renderer, &old.Viewport);
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SDL_GetRenderClipRect(renderer, &old.ClipRect);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = render_scale;
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// Render command lists
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ImGui_ImplSDLRenderer3_SetupRenderState();
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ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -161,7 +158,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplSDLRenderer3_SetupRenderState();
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ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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@ -178,7 +175,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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continue;
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SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
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SDL_SetRenderClipRect(bd->SDLRenderer, &r);
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SDL_SetRenderClipRect(renderer, &r);
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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SDL_RenderGeometryRaw(renderer, tex,
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xy, (int)sizeof(ImDrawVert),
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color, (int)sizeof(ImDrawVert),
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uv, (int)sizeof(ImDrawVert),
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}
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// Restore modified SDL_Renderer state
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SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
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SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
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SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == nullptr)
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{
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SDL_Log("error creating texture");
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@ -28,7 +28,7 @@ struct SDL_Renderer;
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
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@ -41,6 +41,10 @@ HOW TO UPDATE?
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Breaking changes:
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- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
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ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
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overlooked from the API but it will facilitate eventual support for multi-viewports.
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Other changes:
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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@ -155,7 +155,7 @@ int main(int, char**)
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SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
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SDL_RenderPresent(renderer);
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}
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//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
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SDL_RenderPresent(renderer);
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}
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@ -430,6 +430,7 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
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- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
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- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
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- new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
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