This commit is contained in:
Arnaud Jamin
2023-10-10 17:43:42 -04:00
parent b4ee2da00a
commit 7094dbf1f5
2 changed files with 26 additions and 2 deletions
@@ -308,7 +308,7 @@ void UCogWindowManager::DrawMainMenu()
ImGui::SameLine();
FCogWindowWidgets::PushStyleCompact();
FCogWindowWidgets::SetNextItemToShortWidth();
ImGui::SliderFloat("", &DPIScale, 0.5f, 2.0f, "%.1f");
ImGui::SliderFloat("", &DPIScale, 0.5f, 2.0f, "%.2f");
if (ImGui::IsItemDeactivatedAfterEdit())
{
bRefreshDPIScale = true;
@@ -380,7 +380,7 @@ void UCogWindowManager::TickDPI()
const bool IsControlDown = ImGui::GetIO().KeyCtrl;
if (IsControlDown && MouseWheel != 0)
{
DPIScale = FMath::Clamp(DPIScale + (MouseWheel > 0 ? 0.05f : -0.05f), 0.1f, 2.0f);
DPIScale = FMath::Clamp(DPIScale + (MouseWheel > 0 ? 0.05f : -0.05f), 0.5f, 2.0f);
bRefreshDPIScale = true;
}
+24
View File
@@ -0,0 +1,24 @@
- CogImGui: Add a way to create override and create imguiwidget in cogimgui
- CogImGui: Try to find a global solution to prevent crash when breaking in a blueprint from an imgui action (reset the stack)
- CogDebug: Add log category description
- CogWindow: Try to remove CogWindow dependency to cogimgui. Should only depends on imgui (currently use setdpiscale of cogimgui)
- CogWindow: Add reset window position menu item or reset layout (window can get far away)
- CogEngine: Save selection window settings (current actor and category)
- CogEngine: More stats in the stats window
- CogEngine: Overlay mode of stats.
- CogEngine: Stat main menu widget could have a tooltip on each stat with a control to change set the emulation (FPS, Ping, Packetloss)
- CogEngine: Skeleton window selectable have wrong height
- CogEngine: Property grid
- CogEngine: user settings
- CogInput: Add multiple IMC on the input data asset. Maybe propose a current imc
- CogInput: Add mouse over highlight on the buttons of the gamepad window
- CogAbilities: Apply tweaks on spawn
- CogSample: Add a custom window in sample (changing the character faction)
- CogSample: Create more abilities
- CogSample: Add area of effects in the level