Updated ImGui.
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88e0bab5a1
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206
3rdparty/ocornut-imgui/imgui.cpp
vendored
206
3rdparty/ocornut-imgui/imgui.cpp
vendored
@ -4069,12 +4069,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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window->Flags = flags;
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g.WindowsById.SetVoidPtr(window->ID, window);
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if (flags & ImGuiWindowFlags_NoSavedSettings)
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{
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// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
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window->Size = window->SizeFull = size;
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}
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else
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// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
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if (!(flags & ImGuiWindowFlags_NoSavedSettings))
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{
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// Retrieve settings from .ini file
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// Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
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@ -4090,8 +4086,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = settings->Size;
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}
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window->Size = window->SizeFull = size;
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}
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window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
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if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
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{
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@ -4203,6 +4199,47 @@ static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
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return ImGuiCol_WindowBg;
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}
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static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
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{
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ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
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ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
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ImVec2 size_expected = pos_max - pos_min;
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ImVec2 size_constrained = CalcSizeFullWithConstraint(window, size_expected);
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*out_pos = pos_min;
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if (corner_norm.x == 0.0f)
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out_pos->x -= (size_constrained.x - size_expected.x);
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if (corner_norm.y == 0.0f)
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out_pos->y -= (size_constrained.y - size_expected.y);
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*out_size = size_constrained;
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}
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struct ImGuiResizeGripDef
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{
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ImVec2 CornerPos;
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ImVec2 InnerDir;
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int AngleMin12, AngleMax12;
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};
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const ImGuiResizeGripDef resize_grip_def[4] =
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{
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{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
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{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
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{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
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{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
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};
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static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
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{
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ImRect rect = window->Rect();
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if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
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if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness);
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if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding);
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if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y);
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if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
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IM_ASSERT(0);
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return ImRect();
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}
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// Push a new ImGui window to add widgets to.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
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// - Begin/End can be called multiple times during the frame with the same window name to append content.
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@ -4238,6 +4275,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else
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flags = window->Flags;
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// Update the Appearing flag
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bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
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if (flags & ImGuiWindowFlags_Popup)
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{
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ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
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window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
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window_just_activated_by_user |= (window != popup_ref.Window);
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}
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window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
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window->CloseButton = (p_open != NULL);
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
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ImGuiWindow* parent_window = first_begin_of_the_frame ? (!g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow;
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IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
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@ -4246,25 +4297,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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g.CurrentWindowStack.push_back(window);
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SetCurrentWindow(window);
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CheckStacksSize(window, true);
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bool window_just_activated_by_user = (window->LastFrameActive < 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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ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
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window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
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window_just_activated_by_user |= (window != popup_ref.Window);
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popup_ref.Window = window;
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g.CurrentPopupStack.push_back(popup_ref);
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window->PopupId = popup_ref.PopupId;
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}
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const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1);
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window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
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window->CloseButton = (p_open != NULL);
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// Process SetNextWindow***() calls
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
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bool window_pos_set_by_api = false, window_size_set_by_api = false;
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if (g.SetNextWindowPosCond)
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{
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@ -4432,13 +4473,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// SCROLLBAR STATUS
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// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). We need to do this before manual resize (below) is effective.
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// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
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if (!window->Collapsed)
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{
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFullAtLastBegin.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFullAtLastBegin.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContents.y > window->SizeFullAtLastBegin.y + style.ScrollbarSize) && !(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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}
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@ -4538,39 +4579,87 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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else
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{
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ImU32 resize_col = 0;
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const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
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// Handle resize for: Resize Grips, Borders, Gamepad
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int border_held = -1;
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ImU32 resize_grip_col[4] = { 0 };
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const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
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const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
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const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
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{
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// Manual resize
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// Using the FlattenChilds button flag, we make the resize button accessible even if we are hovering over a child window
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const ImVec2 br = window->Rect().GetBR();
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const ImRect resize_rect(br - ImFloor(ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f)), br);
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const ImGuiID resize_id = window->GetID("#RESIZE");
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bool hovered, held;
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ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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resize_col = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
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ImVec2 pos_target(FLT_MAX, FLT_MAX);
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ImVec2 size_target(FLT_MAX, FLT_MAX);
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ImVec2 size_target(FLT_MAX,FLT_MAX);
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if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
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// Manual resize grips
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PushID("#RESIZE");
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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// Manual auto-fit when double-clicking
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size_target = size_auto_fit;
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ClearActiveID();
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}
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else if (held)
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{
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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size_target = (g.IO.MousePos - g.ActiveIdClickOffset - window->Pos) + resize_rect.GetSize();
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}
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
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if (size_target.x != FLT_MAX && size_target.y != FLT_MAX)
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// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
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ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
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resize_rect.FixInverted();
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bool hovered, held;
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ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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if (hovered || held)
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g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
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{
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// Manual auto-fit when double-clicking
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size_target = CalcSizeFullWithConstraint(window, size_auto_fit);
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ClearActiveID();
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}
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else if (held)
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{
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// Resize from any of the four corners
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
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CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
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}
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if (resize_grip_n == 0 || held || hovered)
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resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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}
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for (int border_n = 0; border_n < resize_border_count; border_n++)
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{
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window->SizeFull = CalcSizeFullWithConstraint(window, size_target);
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const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
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const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
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bool hovered, held;
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ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
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ButtonBehavior(border_rect, window->GetID((void*)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
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{
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g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
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if (held) border_held = border_n;
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}
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if (held)
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{
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ImVec2 border_target = window->Pos;
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ImVec2 border_posn;
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if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
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if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
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if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
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if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
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CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
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}
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}
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PopID();
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX)
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{
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window->SizeFull = size_target;
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MarkIniSettingsDirty(window);
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
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MarkIniSettingsDirty(window);
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}
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window->Size = window->SizeFull;
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title_bar_rect = window->TitleBarRect();
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}
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@ -4600,24 +4689,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window->ScrollbarY)
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Scrollbar(ImGuiLayoutType_Vertical);
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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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// Render resize grips (after their input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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{
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const ImVec2 br = window->Rect().GetBR();
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window_border_size));
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window->DrawList->PathLineTo(br + ImVec2(-window_border_size, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window_border_size, br.y - window_rounding - window_border_size), window_rounding, 0, 3);
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window->DrawList->PathFillConvex(resize_col);
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
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}
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}
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// Borders
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if (window_border_size > 0.0f)
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window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
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if (border_held != -1)
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{
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ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
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window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
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}
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if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
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window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,-1), title_bar_rect.GetBR()+ImVec2(-1,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
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window->SizeFullAtLastBegin = window->SizeFull;
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// Update ContentsRegionMax. All the variable it depends on are set above in this function.
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window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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2
3rdparty/ocornut-imgui/imgui.h
vendored
2
3rdparty/ocornut-imgui/imgui.h
vendored
@ -513,6 +513,8 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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// [Internal]
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ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
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2
3rdparty/ocornut-imgui/imgui_internal.h
vendored
2
3rdparty/ocornut-imgui/imgui_internal.h
vendored
@ -281,6 +281,7 @@ struct IMGUI_API ImRect
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
|
||||
void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
|
||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
|
||||
bool IsFinite() const { return Min.x != FLT_MAX; }
|
||||
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
|
||||
{
|
||||
@ -700,6 +701,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 Pos; // Position rounded-up to nearest pixel
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
|
||||
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()
|
||||
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
|
||||
|
Loading…
Reference in New Issue
Block a user