mirror of
https://github.com/xemu-project/imgui.git
synced 2024-11-23 10:19:46 +00:00
Added optional Horizontal Scrollbar & allow user to explicitly set content width via SetNextWindowContentSize() etc (#246)
GetCursorPos, SetCursorPos, GetContentRegionMax, GetWindowContentRegionMin, GetWindowContentRegionMax are now including the scrolling amount. It PROBABLY shouldn't break anything for you, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
This commit is contained in:
parent
9eed672725
commit
65a191c005
205
imgui.cpp
205
imgui.cpp
@ -140,6 +140,9 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with position:
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GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
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GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
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- 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
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- 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
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- 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
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@ -537,7 +540,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
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static inline bool IsWindowContentHoverable(ImGuiWindow* window);
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static void ClearSetNextWindowData();
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static void CheckStacksSize(ImGuiWindow* window, bool write);
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static void Scrollbar(ImGuiWindow* window);
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static void Scrollbar(ImGuiWindow* window, bool horizontal);
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static bool CloseWindowButton(bool* p_opened);
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static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
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@ -1470,12 +1473,13 @@ ImGuiWindow::ImGuiWindow(const char* name)
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Flags = 0;
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PosFloat = Pos = ImVec2(0.0f, 0.0f);
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Size = SizeFull = ImVec2(0.0f, 0.0f);
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SizeContents = ImVec2(0.0f, 0.0f);
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SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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Scroll = ImVec2(0.0f, 0.0f);
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ScrollTargetRelY = FLT_MAX;
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ScrollTargetCenterRatioY = 0.5f;
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ScrollbarY = false;
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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Active = WasActive = false;
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Accessed = false;
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Collapsed = false;
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@ -1576,7 +1580,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
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const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
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const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
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window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
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window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
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window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
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@ -1708,9 +1712,9 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
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ImGuiWindow* window = GetCurrentWindowRead();
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if (wrap_pos_x == 0.0f)
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wrap_pos_x = ImGui::GetContentRegionMax().x;
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if (wrap_pos_x > 0.0f)
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wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space
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wrap_pos_x = ImGui::GetContentRegionMax().x + window->Pos.x;
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else if (wrap_pos_x > 0.0f)
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wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
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const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
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return wrap_width;
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@ -3083,7 +3087,7 @@ void ImGui::CloseCurrentPopup()
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static void ClearSetNextWindowData()
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{
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ImGuiState& g = *GImGui;
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g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0;
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g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0;
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}
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static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
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@ -3429,6 +3433,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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const int current_frame = ImGui::GetFrameCount();
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const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
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bool window_was_visible = (window->LastFrameDrawn == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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if (flags & ImGuiWindowFlags_Popup)
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{
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@ -3466,6 +3471,15 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
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g.SetNextWindowSizeCond = 0;
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}
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if (g.SetNextWindowContentSizeCond)
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{
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window->SizeContentsExplicit = g.SetNextWindowContentSizeVal;
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g.SetNextWindowContentSizeCond = 0;
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}
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else if (first_begin_of_the_frame)
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{
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window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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}
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if (g.SetNextWindowCollapsedCond)
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{
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if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
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@ -3494,7 +3508,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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bg_alpha = style.WindowFillAlphaDefault;
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
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if (first_begin_of_the_frame)
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{
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window->Active = true;
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@ -3548,9 +3561,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// SIZE
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// Save contents size from last frame for auto-fitting
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window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
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window->SizeContents.y += window->Scroll.y;
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// Save contents size from last frame for auto-fitting (unless explicitly specified)
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window->SizeContents.x = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x);
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window->SizeContents.y = (window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y);
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// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
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if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
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@ -3564,7 +3577,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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}
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// Lock window padding so that altering the ShowBorders flag for childs doesn't have side-effects.
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// Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.
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window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
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// Calculate auto-fit size
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@ -3577,6 +3590,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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else
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{
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size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding));
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// Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
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if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
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size_auto_fit.y += style.ScrollbarSize;
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if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
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size_auto_fit.x += style.ScrollbarSize;
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size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
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@ -3647,7 +3664,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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if (parent_window->DC.MenuBarAppending)
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rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
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else
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rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarWidth(), FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
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rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
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window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
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}
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else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
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@ -3716,9 +3733,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
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window->ScrollTargetRelY = FLT_MAX;
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}
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window->Scroll.y = ImMax(window->Scroll.y, 0.0f);
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window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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window->Scroll.y = ImMin(window->Scroll.y, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
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window->Scroll = ImMin(window->Scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
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// Modal window darkens what is behind them
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if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
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@ -3776,8 +3793,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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title_bar_rect = window->TitleBarRect();
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}
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// Scrollbar
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// Scrollbars
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window->ScrollbarX = (window->SizeContents.x > window->Size.x - style.ScrollbarSize - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
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window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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// Window background
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if (bg_alpha > 0.0f)
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@ -3789,7 +3808,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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else if ((flags & ImGuiWindowFlags_Popup) != 0)
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
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else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarWidth(),0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size - window->ScrollbarSizes, window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
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else
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
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}
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@ -3814,9 +3833,11 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border));
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}
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// Scrollbar
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// Scrollbars
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if (window->ScrollbarX)
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Scrollbar(window, true);
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if (window->ScrollbarY)
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Scrollbar(window);
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Scrollbar(window, false);
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// Render resize grip
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// (after the input handling so we don't have a frame of latency)
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@ -3833,7 +3854,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// Setup drawing context
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window->DC.ColumnsStartX = window->WindowPadding.x;
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window->DC.ColumnsOffsetX = 0.0f;
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window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->Scroll.y);
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window->DC.CursorStartPos = window->Pos - window->Scroll + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y);
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window->DC.CursorPos = window->DC.CursorStartPos;
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window->DC.CursorPosPrevLine = window->DC.CursorPos;
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window->DC.CursorMaxPos = window->DC.CursorStartPos;
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@ -3909,8 +3930,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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ImRect clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Pos.x+window->Size.x+0.5f-window->WindowPadding.x*0.5f, window->Pos.y+window->Size.y+0.5f);
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if ((flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_ShowBorders))
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clip_rect.Min += ImVec2(1.0f,1.0f);
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if (window->ScrollbarY)
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clip_rect.Max.x -= style.ScrollbarSize;
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clip_rect.Max.x -= window->ScrollbarY ? style.ScrollbarSize : 0.0f;
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clip_rect.Max.y -= window->ScrollbarX ? style.ScrollbarSize : 0.0f;
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PushClipRect(clip_rect);
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// Clear 'accessed' flag last thing
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@ -3965,23 +3986,34 @@ void ImGui::End()
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// Vertical scrollbar
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// The entire piece of code below is rather confusing because:
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as ratio and in a form that allows the window content to change while we are holding on a scrollbar
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static void Scrollbar(ImGuiWindow* window)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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static void Scrollbar(ImGuiWindow* window, bool horizontal)
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{
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ImGuiState& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID("#SCROLLY");
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const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
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// Render background
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ImRect bb(window->Rect().Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight()+1, window->Rect().Max.x, window->Rect().Max.y-1);
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect window_rect = window->Rect();
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ImRect bb = horizontal
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? ImRect(window->Pos.x + 1, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - 1 - other_scrollbar_size_w, window_rect.Max.y)
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: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight()+1, window_rect.Max.x, window_rect.Max.y - 1 - other_scrollbar_size_w);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
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bb.Expand(-3.0f);
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const float scrollbar_height = bb.GetHeight();
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// V denote the main axis of the scrollbar
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float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
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float win_size_avail_v = (horizontal ? window->Size.x : window->Size.y) - other_scrollbar_size_w;
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float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
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// The grabable box size generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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const float grab_h_pixels = ImMin(ImMax(scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)), style.GrabMinSize), scrollbar_height);
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const float grab_h_norm = grab_h_pixels / scrollbar_height;
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const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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bool held = false;
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@ -3989,46 +4021,58 @@ static void Scrollbar(ImGuiWindow* window)
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const bool previously_held = (g.ActiveId == id);
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ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
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const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y);
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float scroll_ratio = ImSaturate(window->Scroll.y / scroll_max);
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float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
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if (held)
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float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
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float scroll_ratio = ImSaturate(scroll_v / scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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if (held && grab_h_norm < 1.0f)
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{
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const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f)
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float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
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float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
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// Click position in scrollbar normalized space (0.0f->1.0f)
|
||||
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
|
||||
g.HoveredId = id;
|
||||
|
||||
bool seek_absolute = false;
|
||||
if (!previously_held)
|
||||
{
|
||||
// On initial click calculate the distance between mouse and the center of the grab
|
||||
if (clicked_y_norm >= grab_y_norm && clicked_y_norm <= grab_y_norm + grab_h_norm)
|
||||
if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
|
||||
{
|
||||
g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
|
||||
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
seek_absolute = true;
|
||||
g.ScrollbarClickDeltaToGrabCenter = 0;
|
||||
*click_delta_to_grab_center_v = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply scroll
|
||||
// It is ok to modify ScrollY here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
|
||||
const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
|
||||
window->Scroll.y = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
|
||||
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
|
||||
const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
|
||||
scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
|
||||
if (horizontal)
|
||||
window->Scroll.x = scroll_v;
|
||||
else
|
||||
window->Scroll.y = scroll_v;
|
||||
|
||||
// Update values for rendering
|
||||
scroll_ratio = ImSaturate(window->Scroll.y / scroll_max);
|
||||
grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
|
||||
scroll_ratio = ImSaturate(scroll_v / scroll_max);
|
||||
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
|
||||
|
||||
// Update distance to grab now that we have seeked and saturated
|
||||
if (seek_absolute)
|
||||
g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
|
||||
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
|
||||
}
|
||||
|
||||
// Render
|
||||
const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
|
||||
window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
|
||||
if (horizontal)
|
||||
window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);
|
||||
else
|
||||
window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
|
||||
}
|
||||
|
||||
// Moving window to front of display (which happens to be back of our sorted list)
|
||||
@ -4519,6 +4563,20 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
|
||||
g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
|
||||
}
|
||||
|
||||
void ImGui::SetNextWindowContentSize(const ImVec2& size)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
g.SetNextWindowContentSizeVal = size;
|
||||
g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
|
||||
}
|
||||
|
||||
void ImGui::SetNextWindowContentWidth(float width)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f);
|
||||
g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
|
||||
}
|
||||
|
||||
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
@ -4536,11 +4594,13 @@ void ImGui::SetNextWindowFocus()
|
||||
ImVec2 ImGui::GetContentRegionMax()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImVec2 mx = window->Size - window->WindowPadding;
|
||||
ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y);
|
||||
ImVec2 mx = content_region_size - window->Scroll - window->WindowPadding;
|
||||
if (window->DC.ColumnsCount != 1)
|
||||
mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;
|
||||
else
|
||||
mx.x -= window->ScrollbarWidth();
|
||||
mx.x -= window->ScrollbarSizes.x;
|
||||
mx.y -= window->ScrollbarSizes.y;
|
||||
return mx;
|
||||
}
|
||||
|
||||
@ -4559,17 +4619,22 @@ float ImGui::GetContentRegionAvailWidth()
|
||||
ImVec2 ImGui::GetWindowContentRegionMin()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
|
||||
return ImVec2(-window->Scroll.x, -window->Scroll.y + window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
|
||||
}
|
||||
|
||||
ImVec2 ImGui::GetWindowContentRegionMax()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
ImVec2 m = window->Size - window->WindowPadding;
|
||||
m.x -= window->ScrollbarWidth();
|
||||
ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y);
|
||||
ImVec2 m = content_region_size - window->Scroll - window->WindowPadding - window->ScrollbarSizes;
|
||||
return m;
|
||||
}
|
||||
|
||||
float ImGui::GetWindowContentRegionWidth()
|
||||
{
|
||||
return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x;
|
||||
}
|
||||
|
||||
float ImGui::GetTextLineHeight()
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
@ -4619,37 +4684,39 @@ void ImGui::SetWindowFontScale(float scale)
|
||||
ImVec2 ImGui::GetCursorPos()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
return window->DC.CursorPos - window->Pos;
|
||||
return window->DC.CursorPos - window->Pos + window->Scroll;
|
||||
}
|
||||
|
||||
float ImGui::GetCursorPosX()
|
||||
{
|
||||
return ImGui::GetCursorPos().x;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
|
||||
}
|
||||
|
||||
float ImGui::GetCursorPosY()
|
||||
{
|
||||
return ImGui::GetCursorPos().y;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
|
||||
}
|
||||
|
||||
void ImGui::SetCursorPos(const ImVec2& local_pos)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.CursorPos = window->Pos + local_pos;
|
||||
window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
|
||||
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
|
||||
}
|
||||
|
||||
void ImGui::SetCursorPosX(float x)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.CursorPos.x = window->Pos.x + x;
|
||||
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
|
||||
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
|
||||
}
|
||||
|
||||
void ImGui::SetCursorPosY(float y)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.CursorPos.y = window->Pos.y + y;
|
||||
window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
|
||||
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
|
||||
}
|
||||
|
||||
@ -6944,7 +7011,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
}
|
||||
draw_window = GetCurrentWindow();
|
||||
draw_window->DC.CursorPos += style.FramePadding;
|
||||
size.x -= draw_window->ScrollbarWidth();
|
||||
size.x -= draw_window->ScrollbarSizes.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -8388,7 +8455,7 @@ void ImGui::BeginGroup()
|
||||
group_data.BackupLogLinePosY = window->DC.LogLinePosY;
|
||||
group_data.AdvanceCursor = true;
|
||||
|
||||
window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x;
|
||||
window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
|
||||
window->DC.CursorMaxPos = window->DC.CursorPos;
|
||||
window->DC.CurrentLineHeight = 0.0f;
|
||||
window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
|
||||
@ -8442,7 +8509,7 @@ void ImGui::SameLine(float local_pos_x, float spacing_w)
|
||||
if (local_pos_x != 0.0f)
|
||||
{
|
||||
if (spacing_w < 0.0f) spacing_w = 0.0f;
|
||||
x = window->Pos.x + local_pos_x + spacing_w;
|
||||
x = window->Pos.x - window->Scroll.x + local_pos_x + spacing_w;
|
||||
y = window->DC.CursorPosPrevLine.y;
|
||||
}
|
||||
else
|
||||
@ -8471,7 +8538,7 @@ void ImGui::NextColumn()
|
||||
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
|
||||
if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
|
||||
{
|
||||
window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
|
||||
window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + window->Scroll.x + g.Style.ItemSpacing.x;
|
||||
window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
|
||||
}
|
||||
else
|
||||
@ -8481,7 +8548,7 @@ void ImGui::NextColumn()
|
||||
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
|
||||
window->DrawList->ChannelsSetCurrent(0);
|
||||
}
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX - window->Scroll.x + window->DC.ColumnsOffsetX);
|
||||
window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
|
||||
window->DC.CurrentLineHeight = 0.0f;
|
||||
window->DC.CurrentLineTextBaseOffset = 0.0f;
|
||||
@ -8536,8 +8603,9 @@ float ImGui::GetColumnOffset(int column_index)
|
||||
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
|
||||
const float t = window->DC.ColumnsOffsetsT[column_index];
|
||||
|
||||
const float min_x = window->DC.ColumnsStartX;
|
||||
const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
|
||||
const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
|
||||
const float min_x = window->DC.ColumnsStartX - window->Scroll.x;
|
||||
const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
|
||||
const float x = min_x + t * (max_x - min_x);
|
||||
return (float)(int)x;
|
||||
}
|
||||
@ -8552,8 +8620,9 @@ void ImGui::SetColumnOffset(int column_index, float offset)
|
||||
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
|
||||
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
|
||||
|
||||
const float min_x = window->DC.ColumnsStartX;
|
||||
const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
|
||||
const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
|
||||
const float min_x = window->DC.ColumnsStartX - window->Scroll.x;
|
||||
const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
|
||||
const float t = (offset - min_x) / (max_x - min_x);
|
||||
window->DC.StateStorage->SetFloat(column_id, t);
|
||||
window->DC.ColumnsOffsetsT[column_index] = t;
|
||||
@ -8641,7 +8710,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
window->DC.ColumnsStartPos = window->DC.CursorPos;
|
||||
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
|
||||
window->DC.ColumnsOffsetX = 0.0f;
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
|
||||
|
||||
if (window->DC.ColumnsCount != 1)
|
||||
{
|
||||
@ -8672,7 +8741,7 @@ void ImGui::Indent()
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.ColumnsStartX += g.Style.IndentSpacing;
|
||||
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
|
||||
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
|
||||
}
|
||||
|
||||
void ImGui::Unindent()
|
||||
@ -8680,7 +8749,7 @@ void ImGui::Unindent()
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->DC.ColumnsStartX -= g.Style.IndentSpacing;
|
||||
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
|
||||
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
|
||||
}
|
||||
|
||||
void ImGui::TreePush(const char* str_id)
|
||||
|
10
imgui.h
10
imgui.h
@ -120,11 +120,12 @@ namespace ImGui
|
||||
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
|
||||
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
|
||||
IMGUI_API void EndChild();
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax();
|
||||
IMGUI_API float GetContentRegionAvailWidth(); //
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
|
||||
IMGUI_API ImFont* GetWindowFont();
|
||||
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
|
||||
@ -138,6 +139,8 @@ namespace ImGui
|
||||
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
|
||||
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
|
||||
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
|
||||
@ -449,6 +452,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
|
||||
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
|
||||
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Enable horizontal scrollbar (off by default). You need to use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
|
||||
|
@ -359,9 +359,11 @@ struct ImGuiState
|
||||
// Storage for SetNexWindow** and SetNextTreeNode*** functions
|
||||
ImVec2 SetNextWindowPosVal;
|
||||
ImVec2 SetNextWindowSizeVal;
|
||||
ImVec2 SetNextWindowContentSizeVal;
|
||||
bool SetNextWindowCollapsedVal;
|
||||
ImGuiSetCond SetNextWindowPosCond;
|
||||
ImGuiSetCond SetNextWindowSizeCond;
|
||||
ImGuiSetCond SetNextWindowContentSizeCond;
|
||||
ImGuiSetCond SetNextWindowCollapsedCond;
|
||||
bool SetNextWindowFocus;
|
||||
bool SetNextTreeNodeOpenedVal;
|
||||
@ -384,7 +386,7 @@ struct ImGuiState
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
float DragSpeedScaleSlow;
|
||||
float DragSpeedScaleFast;
|
||||
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
char Tooltip[1024];
|
||||
char* PrivateClipboard; // If no custom clipboard handler is defined
|
||||
|
||||
@ -446,7 +448,7 @@ struct ImGuiState
|
||||
DragSpeedDefaultRatio = 0.01f;
|
||||
DragSpeedScaleSlow = 0.01f;
|
||||
DragSpeedScaleFast = 10.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
||||
memset(Tooltip, 0, sizeof(Tooltip));
|
||||
PrivateClipboard = NULL;
|
||||
|
||||
@ -558,12 +560,14 @@ struct ImGuiWindow
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
|
||||
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
|
||||
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
|
||||
ImGuiID MoveID; // == window->GetID("#MOVE")
|
||||
ImVec2 Scroll;
|
||||
float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
bool ScrollbarY;
|
||||
bool ScrollbarX, ScrollbarY;
|
||||
ImVec2 ScrollbarSizes; //
|
||||
bool Active; // Set to true on Begin()
|
||||
bool WasActive;
|
||||
bool Accessed; // Set to true when any widget access the current window
|
||||
@ -614,7 +618,6 @@ public:
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarSize : 0.0f; }
|
||||
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user