Comments (3)
I had to do much the same to avoid the gizmo stretching strangely when resizing panels. x, y, w, h all need to correspond to the pane, not the window to work properly in a multi-panel UI.
I second the vote to have an API for this.
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I'm a bit overwhelm at the moment but you can submit a PR with the modifications
from imguizmo.
Here you go ~ it's my interpretation of what @volcoma said in the original post. I call SetRect just before Manipulate. #23
e.g.
auto origin = gui::GetItemRectMin();
auto sz = gui::GetItemRectSize();
ImGuizmo::SetRect(origin.x, origin.y, sz.x, sz.y);
...
ImGuizmo::Manipulate(...
(PS, and thanks again for your lovely library :) )
from imguizmo.
Related Issues (20)
- Using glViewport with ImGuizmo HOT 4
- ImGuizmo scaling issue when position is origin HOT 16
- How can modify the code to achieve this scaling gizmo HOT 4
- Example using ViewManipulate when game's view is represented with a Vector3 and a Quaternion? HOT 1
- Platform independent build system and example? HOT 3
- How to use ImGuizmo in UE5?
- Universal Operation Scale doesn't respect ImGuizmo::IsOver()
- ImGuizmo::IsOver() returns true when should not
- [question] How the mesh editing is implemented?
- Snap for universal transform
- Gizmo Flips Depending on View Angle HOT 1
- Support for Right-Handed Systems HOT 3
- Viewport changing when window is moved HOT 1
- adding the gizmo to a window that was just renamed leads to a crash with asan activated
- no guizmo rendered HOT 1
- Exposure of gContext.mbMouseOver
- Camera parented to Guizmo HOT 1
- Manipulate not working
- Updating operation during an active manipulation has unexpected behaviour.
- Gizmo not showing in custom window ( docking branch ) HOT 5
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