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@@ -301,7 +301,7 @@
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- Elements that are not clickable, such as Text() items don't need an ID.
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- Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
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- to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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+ to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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Button("OK"); // Label = "OK", ID = hash of "OK"
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Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
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@@ -525,7 +525,7 @@
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!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
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- popups: add variant using global identifier similar to Begin/End (#402)
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- popups: border options. richer api like BeginChild() perhaps? (#197)
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- - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last prefered button" and may teleport when moving mouse
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+ - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred button" and may teleport when moving mouse
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- menus: local shortcuts, global shortcuts (#456, #126)
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- menus: icons
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- menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
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@@ -6096,7 +6096,7 @@ void ImGui::TreeAdvanceToLabelPos()
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g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
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}
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-// Horizontal distance preceeding label when using TreeNode() or Bullet()
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+// Horizontal distance preceding label when using TreeNode() or Bullet()
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float ImGui::GetTreeNodeToLabelSpacing()
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{
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ImGuiContext& g = *GImGui;
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@@ -9420,7 +9420,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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KeepAliveID(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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- const float t = window->DC.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 t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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@@ -9532,7 +9532,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
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}
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//-----------------------------------------------------------------------------
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-// PLATFORM DEPENDANT HELPERS
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+// PLATFORM DEPENDENT HELPERS
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//-----------------------------------------------------------------------------
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#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))
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