mirror of https://github.com/ocornut/imgui
Scrollbar: moved from Begin() into its own Scrollbar() function + tidying up
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parent
f021080851
commit
6e12d31417
136
imgui.cpp
136
imgui.cpp
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@ -437,6 +437,7 @@ static bool IsClipped(const ImGuiAabb& bb);
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static bool IsMouseHoveringBox(const ImGuiAabb& bb);
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static void Scrollbar(ImGuiWindow* window);
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static bool CloseWindowButton(bool* p_opened = NULL);
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static void FocusWindow(ImGuiWindow* window);
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
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@ -3026,71 +3027,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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// Scrollbar
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if (window->ScrollbarY)
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{
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// Render background
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ImGuiAabb scrollbar_bb(window->Aabb().Max.x - style.ScrollbarWidth, title_bar_aabb.Max.y+1, window->Aabb().Max.x, window->Aabb().Max.y-1);
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window->DrawList->AddRectFilled(scrollbar_bb.Min, scrollbar_bb.Max, window->Color(ImGuiCol_ScrollbarBg));
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scrollbar_bb.Expand(ImVec2(-3,-3));
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// The entire piece of code below is rather confusing because:
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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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// - 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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const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y);
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const float scrollbar_height = scrollbar_bb.GetHeight();
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const float grab_size_y_pixels = ImMax(style.GrabMinSize, scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)));
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const float grab_size_y_norm = grab_size_y_pixels / scrollbar_height;
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// Handle input right away (none of the code of Begin() above is relying on scrolling position)
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bool held = false;
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bool hovered = false;
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const ImGuiID scrollbar_id = window->GetID("#SCROLLY");
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const bool previously_held = (g.ActiveId == scrollbar_id);
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ButtonBehaviour(scrollbar_bb, scrollbar_id, &hovered, &held, true);
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float scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
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float grab_pos_y_norm = scroll_ratio * (scrollbar_height - grab_size_y_pixels) / scrollbar_height;
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if (held)
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{
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const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - scrollbar_bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f)
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g.HoveredId = scrollbar_id;
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bool seek_absolute = false;
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if (!previously_held)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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if (clicked_y_norm >= grab_pos_y_norm && clicked_y_norm <= grab_pos_y_norm + grab_size_y_norm)
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{
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g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_pos_y_norm - grab_size_y_norm*0.5f;
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}
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else
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{
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seek_absolute = true;
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g.ScrollbarClickDeltaToGrabCenter = 0;
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}
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}
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// Apply scroll
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const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_size_y_norm*0.5f) / (1.0f - grab_size_y_norm));
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window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
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window->NextScrollY = window->ScrollY;
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// Update values for rendering
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scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
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grab_pos_y_norm = scroll_ratio * (scrollbar_height - grab_size_y_pixels) / scrollbar_height;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_pos_y_norm - grab_size_y_norm*0.5f;
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}
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// Render
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const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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window->DrawList->AddRectFilled(
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ImVec2(scrollbar_bb.Min.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, grab_pos_y_norm)),
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ImVec2(scrollbar_bb.Max.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, grab_pos_y_norm) + grab_size_y_pixels), grab_col);
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}
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Scrollbar(window);
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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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@ -3216,6 +3153,75 @@ void ImGui::End()
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g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
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}
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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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{
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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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// Render background
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ImGuiAabb bb(window->Aabb().Max.x - style.ScrollbarWidth, window->Pos.y + window->TitleBarHeight()+1, window->Aabb().Max.x, window->Aabb().Max.y-1);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
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bb.Expand(ImVec2(-3,-3));
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const float scrollbar_height = bb.GetHeight();
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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 = ImMax(style.GrabMinSize, scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)));
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const float grab_h_norm = grab_h_pixels / scrollbar_height;
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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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bool hovered = false;
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const bool previously_held = (g.ActiveId == id);
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ButtonBehaviour(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->ScrollY / 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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{
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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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g.HoveredId = id;
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bool seek_absolute = false;
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if (!previously_held)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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if (clicked_y_norm >= grab_y_norm && clicked_y_norm <= grab_y_norm + grab_h_norm)
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{
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g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
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}
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else
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{
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seek_absolute = true;
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g.ScrollbarClickDeltaToGrabCenter = 0;
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}
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}
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// Apply scroll
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const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
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window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
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window->NextScrollY = window->ScrollY;
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// Update values for rendering
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scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
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grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f;
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}
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// Render
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const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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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);
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}
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// Moving window to front of display (which happens to be back of our sorted list)
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static void FocusWindow(ImGuiWindow* window)
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{
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