mirror of https://github.com/ocornut/imgui
Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. + minor fix with the mostly dead Ctrl+wheel scaling.
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@ -53,6 +53,8 @@ Other Changes:
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options. (#2587, broken in 1.69 by #2384).
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- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
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- Scrollbar: Very minor bounding box adjustment to cope with various border size.
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- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
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to scrollbars appearing during the movement.
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- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
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collapsing/docking button to the other side of the title bar.
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- Style: Made window close button cross slightly smaller.
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@ -3330,7 +3330,7 @@ void ImGui::UpdateMouseWheel()
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// Zoom / Scale window
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// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
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if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !window->Collapsed)
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{
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const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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const float scale = new_font_scale / window->FontWindowScale;
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@ -3338,7 +3338,7 @@ void ImGui::UpdateMouseWheel()
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
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{
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const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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window->Pos = ImFloor(window->Pos + offset);
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SetWindowPos(window, window->Pos + offset, 0);
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window->Size = ImFloor(window->Size * scale);
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window->SizeFull = ImFloor(window->SizeFull * scale);
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}
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@ -8398,7 +8398,7 @@ static void ImGui::NavUpdateWindowing()
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{
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const float NAV_MOVE_SPEED = 800.0f;
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const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
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g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
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SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always);
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g.NavDisableMouseHover = true;
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MarkIniSettingsDirty(g.NavWindowingTarget);
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}
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@ -1450,9 +1450,9 @@ namespace ImGui
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IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
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IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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