TreeNode/CollapsingHeader: some minor cleanup of that horrible function.
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d1b4159b51
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5f8200d52c
39
imgui.cpp
39
imgui.cpp
@ -2616,6 +2616,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
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}
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}
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// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
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void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
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{
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// Hide anything after a '##' string
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@ -5563,26 +5564,26 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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if (label == NULL)
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label = str_id;
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const ImGuiID id = window->GetID(str_id);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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// We vertically grow up to current line height up the typical widget height.
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const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y);
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const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), label_size.y + padding.y*2); // We vertically grow up to current line height up the typical widget height.
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ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
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const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), label_size.y + padding.y*2);
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ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
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if (display_frame)
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{
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// Framed header expand a little outside the default padding
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frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
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frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
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bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
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bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
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}
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const float collapser_width = g.FontSize + padding.x*2;
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const float text_width = collapser_width + (label_size.x > 0.0f ? label_size.x + padding.x*2: 0.0f); // Include collapser
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const ImVec2 layout_size = ImVec2(text_width, frame_height);
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ItemSize(layout_size, text_base_offset_y);
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const float text_width = collapser_width + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser
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ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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// (Ideally we'd want to add a flag for the user to specify we want want the hit test to be done up to the right side of the content or not)
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const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
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const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y);
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bool opened = TreeNodeBehaviorIsOpened(id, (default_open ? ImGuiTreeNodeFlags_DefaultOpen : 0) | (display_frame ? ImGuiTreeNodeFlags_NoAutoExpandOnLog : 0));
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if (!ItemAdd(interact_bb, &id))
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return opened;
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@ -5597,36 +5598,36 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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// Render
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const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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const ImVec2 text_pos = bb.Min + padding + ImVec2(collapser_width, text_base_offset_y);
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if (display_frame)
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{
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// Framed type
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderCollapseTriangle(frame_bb.Min + padding + ImVec2(0.0f, text_base_offset_y), opened, 1.0f, true);
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const ImVec2 text_pos = frame_bb.Min + padding + ImVec2(collapser_width, text_base_offset_y);
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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RenderCollapseTriangle(bb.Min + padding + ImVec2(0.0f, text_base_offset_y), opened, 1.0f, true);
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if (g.LogEnabled)
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{
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// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
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const char log_prefix[] = "\n##";
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const char log_suffix[] = "##";
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LogRenderedText(text_pos, log_prefix, log_prefix+3);
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RenderTextClipped(text_pos, frame_bb.Max, label, NULL, &label_size);
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LogRenderedText(text_pos, log_suffix, log_suffix+2);
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RenderTextClipped(text_pos, bb.Max, label, NULL, &label_size);
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LogRenderedText(text_pos, log_suffix+1, log_suffix+3);
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}
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else
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{
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RenderTextClipped(text_pos, frame_bb.Max, label, NULL, &label_size);
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RenderTextClipped(text_pos, bb.Max, label, NULL, &label_size);
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}
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}
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else
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{
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// Unframed typed for tree nodes
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if (hovered)
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
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RenderFrame(bb.Min, bb.Max, col, false);
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RenderCollapseTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), opened, 0.70f, false);
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RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), opened, 0.70f, false);
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if (g.LogEnabled)
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LogRenderedText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), ">");
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RenderText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), label);
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LogRenderedText(text_pos, ">");
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RenderText(text_pos, label);
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}
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return opened;
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