Merge branch 'ocornut:master' into sdl_cpu
This commit is contained in:
@@ -85,6 +85,8 @@ Other Changes:
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- Reworked io.ConfigInputTextEnterKeepActive mode so that pressing Enter will
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deactivate/reactivate the item in order for e.g. IsItemDeactivatedAfterEdit()
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signals to be emitted the same way regardless of that setting. (#9001, #9115)
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- Fixed a glitch when using ImGuiInputTextFlags_ElideLeft where the local x offset
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would be incorrect during the deactivation frame. (#9298)
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- Style:
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- Border sizes are now scaled (and rounded) by ScaleAllSizes().
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- When using large values with ScallAllSizes(), the following items thickness
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@@ -134,6 +136,7 @@ Other Changes:
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to allocate one. (#8677) [@micb25]
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- WebGPU: fixed undefined behaviors in example code for requesting adapter
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and device. (#9246, #9256) [@r-lyeh]
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- SDL2+WebGPU: fixed hi-dpi handling. (#9300) [@ypujante]
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- GLFW/SDL2/SDL3+WebGPU: removed suport for Emscripten <4.0.10. (#9281) [@ypujante]
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@@ -53,7 +53,7 @@ int main(int, char**)
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// Create window with graphics context
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float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
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SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
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if (window == nullptr)
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{
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@@ -143,7 +143,7 @@ int main(int, char**)
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// React to changes in screen size
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int width, height;
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SDL_GetWindowSize(window, &width, &height);
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SDL_GetWindowSizeInPixels(window, &width, &height);
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if (width != wgpu_surface_width || height != wgpu_surface_height)
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ResizeSurface(width, height);
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+1
-1
@@ -5568,7 +5568,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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// Find render position for right alignment (single-line only)
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if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
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if (g.ActiveId != id && (flags & ImGuiInputTextFlags_ElideLeft) && !render_cursor && !render_selection)
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draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
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//draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
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