g.LogLinePosY=-FLT_MAX;// To enforce Log carriage return
g.LogLinePosY=-FLT_MAX;// To enforce Log carriage return
@ -6815,7 +6816,7 @@ void ImGui::EndGroup()
return;
return;
}
}
window->DC.CurrentLineTextBaseOffset =ImMax(window->DC.PrevLineTextBaseOffset,group_data.BackupCurrentLineTextBaseOffset);// FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
window->DC.CurrLineTextBaseOffset =ImMax(window->DC.PrevLineTextBaseOffset,group_data.BackupCurrLineTextBaseOffset);// FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
boolActiveIdIsJustActivated;// Set at the time of activation for one frame
boolActiveIdIsJustActivated;// Set at the time of activation for one frame
boolActiveIdAllowOverlap;// Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
boolActiveIdAllowOverlap;// Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
boolActiveIdHasBeenPressed;// Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
boolActiveIdHasBeenPressedBefore;// Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
boolActiveIdHasBeenEdited;// Was the value associated to the widget Edited over the course of the Active state.
boolActiveIdHasBeenEditedBefore;// Was the value associated to the widget Edited over the course of the Active state.
intActiveIdAllowNavDirFlags;// Active widget allows using directional navigation (e.g. can activate a button and move away from it)
intActiveIdAllowNavDirFlags;// Active widget allows using directional navigation (e.g. can activate a button and move away from it)
intActiveIdBlockNavInputFlags;
intActiveIdBlockNavInputFlags;
ImVec2ActiveIdClickOffset;// Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImVec2ActiveIdClickOffset;// Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
@ -870,7 +870,7 @@ struct ImGuiContext
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiIDActiveIdPreviousFrame;
ImGuiIDActiveIdPreviousFrame;
boolActiveIdPreviousFrameIsAlive;
boolActiveIdPreviousFrameIsAlive;
boolActiveIdPreviousFrameHasBeenEdited;
boolActiveIdPreviousFrameHasBeenEditedBefore;
ImGuiWindow*ActiveIdPreviousFrameWindow;
ImGuiWindow*ActiveIdPreviousFrameWindow;
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
ImVec2CursorStartPos;// Initial position in client area with padding
ImVec2CursorStartPos;// Initial position in client area with padding
ImVec2CursorMaxPos;// Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
ImVec2CursorMaxPos;// Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
ImVec2CurrentLineSize;
ImVec2CurrLineSize;
floatCurrentLineTextBaseOffset;
ImVec2PrevLineSize;
ImVec2PrevLineSize;
floatCurrLineTextBaseOffset;
floatPrevLineTextBaseOffset;
floatPrevLineTextBaseOffset;
intTreeDepth;
intTreeDepth;
ImU32TreeStoreMayJumpToParentOnPop;// Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImU32TreeStoreMayJumpToParentOnPop;// Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
if((flags&ImGuiButtonFlags_AlignTextBaseLine)&&style.FramePadding.y<window->DC.CurrentLineTextBaseOffset)// Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
if((flags&ImGuiButtonFlags_AlignTextBaseLine)&&style.FramePadding.y<window->DC.CurrLineTextBaseOffset)// Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)