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ImDrawList: added AddLineH(), AddLineV() helpers. (#9360)
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This commit is aimed to be a lossless transform. Further layout fixes in subsequent commits.
This commit is contained in:
@@ -74,6 +74,7 @@ Other Changes:
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(#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230,
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#5999, #6452, #5156, #7342, #7592, #7511)
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- Made AddCallback() user data default to Null for convenience.
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- Added AddLineH(), AddLineV() helpers to draw horizontal and vertical lines. [@memononen]
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- InputText:
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- InputTextMultiline: fixed an issue processing deactivation logic when an active
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multi-line edit is clipped due to being out of view.
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@@ -3927,8 +3927,8 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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text_end_full = FindRenderedTextEnd(text);
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const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
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//draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255));
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//draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255));
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//draw_list->AddLineV(pos_max.x, pos_min.y - 4, pos_max.y + 6, IM_COL32(0, 0, 255, 255));
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//draw_list->AddLineV(ellipsis_max_x, pos_min.y - 2, pos_max.y + 3, IM_COL32(0, 255, 0, 255));
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// FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
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if (text_size.x > pos_max.x - pos_min.x)
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@@ -7155,7 +7155,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
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{
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float y = window->Pos.y + window->TitleBarHeight - 1;
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window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
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window->DrawList->AddLineH(window->Pos.x + border_size * 0.5f, window->Pos.x + window->Size.x - border_size * 0.5f, y, border_col, g.Style.FrameBorderSize);
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}
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}
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@@ -7223,7 +7223,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
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if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
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window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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window->DrawList->AddLineH(menu_bar_rect.Min.x + window_border_size * 0.5f, menu_bar_rect.Max.x - window_border_size * 0.5f, menu_bar_rect.Max.y, GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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// Scrollbars
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@@ -17602,8 +17602,8 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
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{
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ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window);
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draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
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draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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draw_list->AddLineV(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255));
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draw_list->AddLineV(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255));
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}
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if (open)
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{
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@@ -17932,8 +17932,8 @@ void ImGui::DebugDrawCursorPos(ImU32 col)
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImVec2 pos = window->DC.CursorPos;
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window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
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window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
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window->DrawList->AddLineV(pos.x, pos.y - 3.0f, pos.y + 4.0f, col, 1.0f);
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window->DrawList->AddLineH(pos.x - 3.0f, pos.x + 4.0f, pos.y, col, 1.0f);
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}
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// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
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@@ -17944,9 +17944,9 @@ void ImGui::DebugDrawLineExtents(ImU32 col)
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float curr_x = window->DC.CursorPos.x;
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float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
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float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
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window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
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window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
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window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
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window->DrawList->AddLineH(curr_x - 5.0f, curr_x + 5.0f, line_y1, col, 1.0f);
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window->DrawList->AddLineV(curr_x - 0.5f, line_y1, line_y2, col, 1.0f);
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window->DrawList->AddLineH(curr_x - 5.0f, curr_x + 5.0f, line_y2, col, 1.0f);
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}
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// Draw last item rect in ForegroundDrawList (so it is always visible)
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@@ -3322,6 +3322,8 @@ struct ImDrawList
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// In future versions we will use textures to provide cheaper and higher-quality circles.
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// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
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IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
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IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
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IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
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+4
-4
@@ -10138,8 +10138,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
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PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape
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//draw_list->AddPolyline(concave_shape, IM_COUNTOF(concave_shape), col, ImDrawFlags_Closed, th);
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLineH(x, x + sz, y, col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLineV(x, y, y + sz, col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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// Path
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@@ -10278,9 +10278,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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{
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const float GRID_STEP = 64.0f;
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for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
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draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
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draw_list->AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40));
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for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
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draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
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draw_list->AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40));
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}
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for (int n = 0; n < points.Size; n += 2)
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draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
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+19
-1
@@ -1484,6 +1484,24 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th
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PathStroke(col, 0, thickness);
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}
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void ImDrawList::AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(ImVec2(min_x + 0.5f, y + 0.5f)); // Same as AddLine() above.
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PathLineTo(ImVec2(max_x + 0.5f, y + 0.5f));
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PathStroke(col, 0, thickness);
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}
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void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(ImVec2(x + 0.5f, min_y + 0.5f)); // Same as AddLine() above.
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PathLineTo(ImVec2(x + 0.5f, max_y + 0.5f));
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PathStroke(col, 0, thickness);
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}
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// p_min = upper-left, p_max = lower-right
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// Note we don't render 1 pixels sized rectangles properly.
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void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
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@@ -1659,7 +1677,7 @@ void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 co
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// Because we are filling a closed shape we remove 1 from the count of segments/points
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const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
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PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
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PathStroke(col, true, thickness);
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PathStroke(col, ImDrawFlags_Closed, thickness);
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}
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void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
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+9
-9
@@ -2074,11 +2074,11 @@ void ImGui::TableEndRow(ImGuiTable* table)
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// Draw top border
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if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
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window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
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window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, border_size);
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// Draw bottom border at the row unfreezing mark (always strong)
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if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
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window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
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window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, border_size);
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}
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// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
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@@ -2855,7 +2855,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
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draw_y2 = draw_y2_body;
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if (draw_y2 > draw_y1)
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inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
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inner_drawlist->AddLineV(column->MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size);
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}
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}
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@@ -2876,13 +2876,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterV)
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{
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inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
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inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
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inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
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inner_drawlist->AddLineV(outer_border.Max.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
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}
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else if (table->Flags & ImGuiTableFlags_BordersOuterH)
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{
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inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
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inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
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inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size);
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inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y, outer_col, border_size);
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}
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}
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if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
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@@ -2890,7 +2890,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
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// Draw bottom-most row border between it is above outer border.
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const float border_y = table->RowPosY2;
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if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
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inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
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inner_drawlist->AddLineH(table->BorderX1, table->BorderX2, border_y, table->BorderColorLight, border_size);
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}
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inner_drawlist->PopClipRect();
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@@ -4618,7 +4618,7 @@ void ImGui::EndColumns()
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// Draw column
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const float xi = IM_TRUNC(x);
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
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window->DrawList->AddLineV(xi, y1 + 1.0f, y2, col);
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}
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// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
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+7
-7
@@ -1556,7 +1556,7 @@ bool ImGui::TextLink(const char* label)
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}
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float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f);
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window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI
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window->DrawList->AddLineH(bb.Min.x, bb.Max.x, line_y, GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI
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PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
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RenderText(bb.Min, label, label_end, false);
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@@ -1766,9 +1766,9 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
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const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
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const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
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if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
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window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);
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window->DrawList->AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness);
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if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
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window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
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window->DrawList->AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness);
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if (g.LogEnabled)
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LogSetNextTextDecoration("---", NULL);
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RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size);
|
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@@ -1778,7 +1778,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
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if (g.LogEnabled)
|
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LogText("---");
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if (separator_thickness > 0.0f)
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||||
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
|
||||
window->DrawList->AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5638,7 +5638,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
|
||||
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
|
||||
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
|
||||
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f * (float)(int)style._MainScale); // FIXME-DPI: Cursor thickness (#7031)
|
||||
draw_window->DrawList->AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, GetColorU32(ImGuiCol_InputTextCursor), 1.0f * (float)(int)style._MainScale); // FIXME-DPI: Cursor thickness (#7031)
|
||||
|
||||
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
|
||||
// This is required for some backends (SDL3) to start emitting character/text inputs.
|
||||
@@ -7173,7 +7173,7 @@ void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
|
||||
}
|
||||
else
|
||||
{
|
||||
window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
window->DrawList->AddLineH(x1, x2, y, GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7199,7 +7199,7 @@ void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data)
|
||||
float x = ImTrunc(data->DrawLinesX1);
|
||||
if (data->DrawLinesTableColumn != -1)
|
||||
TablePushColumnChannel(data->DrawLinesTableColumn);
|
||||
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
window->DrawList->AddLineV(x, y1, y2, GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
||||
if (data->DrawLinesTableColumn != -1)
|
||||
TablePopColumnChannel();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user