Internals: Drag and Drop: default drop preview use a narrower clipping rectangle (no effect here, but other branches uses a narrow clipping rectangle that was too small so this is a fix for it) + Comments

This commit is contained in:
omar 2018-07-27 12:29:33 +02:00
parent 28c1a9857e
commit 6211f40f3d
2 changed files with 3 additions and 1 deletions

View file

@ -13836,7 +13836,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
// FIXME-DRAG: Settle on a proper default visuals for drop target.
r.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(r);
if (push_clip_rect) window->DrawList->PushClipRectFullScreen();
if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1));
window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
if (push_clip_rect) window->DrawList->PopClipRect();
}

View file

@ -2342,6 +2342,8 @@ void ImFont::GrowIndex(int new_size)
IndexLookup.resize(new_size, (unsigned short)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
Glyphs.resize(Glyphs.Size + 1);