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Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine.

pull/7186/merge
ocornut 6 months ago
parent
commit
28a283b460
  1. 1
      docs/CHANGELOG.txt
  2. 4
      imgui.cpp
  3. 2
      imgui.h
  4. 2
      imgui_tables.cpp

1
docs/CHANGELOG.txt

@ -62,6 +62,7 @@ Other changes:
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut] - Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending - Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None". on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken. Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet] - Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]

4
imgui.cpp

@ -5612,7 +5612,9 @@ void ImGui::EndChild()
else else
{ {
// Not navigable into // Not navigable into
ItemAdd(bb, 0); // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
// - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
// But when flattened we directly reach items, adjust active layer mask accordingly // But when flattened we directly reach items, adjust active layer mask accordingly
if (child_window->Flags & ImGuiWindowFlags_NavFlattened) if (child_window->Flags & ImGuiWindowFlags_NavFlattened)

2
imgui.h

@ -28,7 +28,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.7 WIP" #define IMGUI_VERSION "1.90.7 WIP"
#define IMGUI_VERSION_NUM 19064 #define IMGUI_VERSION_NUM 19065
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*

2
imgui_tables.cpp

@ -328,6 +328,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
{ {
ItemSize(outer_rect); ItemSize(outer_rect);
ItemAdd(outer_rect, id);
return false; return false;
} }
@ -1462,6 +1463,7 @@ void ImGui::EndTable()
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
if (inner_window != outer_window) if (inner_window != outer_window)
{ {
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
EndChild(); EndChild();
} }
else else

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