TabBar: fixed single-tab not shrinking their width down.

+ minor typo fixes (#2738)
This commit is contained in:
omar 2019-08-21 23:05:46 +02:00
Родитель a33cedda14
Коммит a856c670c1
4 изменённых файлов: 9 добавлений и 4 удалений

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@ -38,6 +38,7 @@ Other Changes:
Note that some elements won't accurately fade down with the same intensity, and the color wheel
when enabled will have small overlap glitches with (style.Alpha < 1.0).
- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
- TabBar: fixed single-tab not shrinking their width down.
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
would generally make the debug layer complain (Added in 1.72).
- Backends: Vulkan: Added support for specifying multisample count.

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@ -24,7 +24,7 @@
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.

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@ -638,7 +638,7 @@ CODE
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)

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@ -1361,8 +1361,12 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
// Shrink excess width from a set of item, by removing width from the larger items first.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
{
if (count > 1)
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
if (count == 1)
{
items[0].Width -= width_excess;
return;
}
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
int count_same_width = 1;
while (width_excess > 0.0f && count_same_width < count)
{