Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar 2019-05-30 18:52:24 +02:00
commit 84f3ecc231
4 changed files with 95 additions and 63 deletions

123
imgui.cpp
View File

@ -3060,7 +3060,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
ImGuiWindow* window = GImGui->CurrentWindow;
if (wrap_pos_x == 0.0f)
wrap_pos_x = GetWorkRectMax().x;
wrap_pos_x = GetContentRegionMaxAbs().x;
else if (wrap_pos_x > 0.0f)
wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
@ -3379,7 +3379,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
window->Pos += delta;
window->ClipRect.Translate(delta);
window->OuterRectClipped.Translate(delta);
window->InnerVisibleRect.Translate(delta);
window->InnerRect.Translate(delta);
window->DC.CursorPos += delta;
window->DC.CursorStartPos += delta;
window->DC.CursorMaxPos += delta;
@ -5342,6 +5342,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
}
}
// Draw background and borders
// Draw and handle scrollbars
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
{
ImGuiContext& g = *GImGui;
@ -6023,43 +6025,50 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
window->SizeFullAtLastBegin = window->SizeFull;
// UPDATE RECTANGLES
// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
// Update various regions. Variables they depends on should be set above in this function.
// We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
// Update various regions. Variables they depends on are set above in this function.
// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out.
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize)));
window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize)));
// Inner rectangle
// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
const ImRect title_bar_rect = window->TitleBarRect();
window->InnerVisibleRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
window->InnerVisibleRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerVisibleRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
window->InnerVisibleRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
// Outer host rectangle for drawing background and borders
// Outer rectangle
// Not affected by window border size. Used by:
// - FindHoveredWindow() (w/ extra padding when border resize is enabled)
// - Begin() initial clipping rect for drawing window background and borders.
// - Begin() clipping whole child
ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
window->OuterRectClipped = window->Rect();
if (window->DockIsActive)
window->OuterRectClipped.Min.y += window->TitleBarHeight();
window->OuterRectClipped.ClipWith(host_rect);
// Inner work/clipping rectangle will extend a little bit outside the work region.
// Inner rectangle
// Used by:
// - NavScrollToBringItemIntoView()
// - NavUpdatePageUpPageDown()
// - Scrollbar()
const ImRect title_bar_rect = window->TitleBarRect();
window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
window->InnerRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
// Work rectangle.
// Affected by window padding and border size. Used by:
// - Columns() for right-most edge
// - BeginTabBar() for right-most edge
window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
// Inner clipping rectangle.
// Will extend a little bit outside the normal work region.
// This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerVisibleRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerVisibleRect.Min.y);
window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerVisibleRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerVisibleRect.Max.y);
window->InnerWorkRectClipped = window->InnerWorkRect;
window->InnerWorkRectClipped.ClipWithFull(host_rect);
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
// Affected by window/frame border size. Used by:
// - Begin() initial clip rect
window->InnerClipRect = window->WorkRect;
window->InnerClipRect.ClipWithFull(host_rect);
// DRAWING
@ -6090,6 +6099,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
// [LEGACY] Contents Region
// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both.
// Used by:
// - Mouse wheel scrolling
// - ... (many things)
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize)));
window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize)));
// Setup drawing context
// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
@ -6213,7 +6235,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
if (!(flags & ImGuiWindowFlags_DockNodeHost))
PushClipRect(window->InnerWorkRectClipped.Min, window->InnerWorkRectClipped.Max, true);
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
if (first_begin_of_the_frame)
@ -6485,7 +6507,7 @@ float ImGui::CalcItemWidth()
w = window->DC.ItemWidth;
if (w < 0.0f)
{
float region_max_x = GetWorkRectMax().x;
float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
}
w = (float)(int)w;
@ -6502,7 +6524,7 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
region_max = GetWorkRectMax();
region_max = GetContentRegionMaxAbs();
if (size.x == 0.0f)
size.x = default_w;
@ -7146,7 +7168,7 @@ ImVec2 ImGui::GetContentRegionMax()
}
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
ImVec2 ImGui::GetWorkRectMax()
ImVec2 ImGui::GetContentRegionMaxAbs()
{
ImGuiWindow* window = GImGui->CurrentWindow;
ImVec2 mx = window->ContentsRegionRect.Max;
@ -7158,7 +7180,7 @@ ImVec2 ImGui::GetWorkRectMax()
ImVec2 ImGui::GetContentRegionAvail()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return GetWorkRectMax() - window->DC.CursorPos;
return GetContentRegionMaxAbs() - window->DC.CursorPos;
}
// In window space (not screen space!)
@ -8510,7 +8532,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerVisibleRect.Min - ImVec2(1, 1), window->InnerVisibleRect.Max + ImVec2(1, 1));
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
@ -8784,7 +8806,7 @@ static void ImGui::NavUpdate()
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerVisibleRect.Min - window->Pos - ImVec2(1,1), window->InnerVisibleRect.Max - window->Pos + ImVec2(1,1));
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
float pad = window->CalcFontSize() * 0.5f;
@ -8885,14 +8907,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
SetWindowScrollY(window, window->Scroll.y - window->InnerVisibleRect.GetHeight());
SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
SetWindowScrollY(window, window->Scroll.y + window->InnerVisibleRect.GetHeight());
SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
}
else
{
const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerVisibleRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
{
@ -9380,7 +9402,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
window->DC.CurrentColumns = columns;
// Set state for first column
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerWorkRect.Max.x - window->Pos.x);
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->WorkRect.Max.x - window->Pos.x);
columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range
columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f);
columns->HostCursorPosY = window->DC.CursorPos.y;
@ -14419,10 +14441,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return;
}
enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerVisibleRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect };
enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect };
static bool show_windows_begin_order = false;
static bool show_windows_rects = false;
static int show_windows_rect_type = RT_InnerWorkRect;
static int show_windows_rect_type = RT_WorkRect;
static bool show_drawcmd_clip_rects = true;
ImGuiIO& io = ImGui::GetIO();
@ -14437,12 +14459,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
static ImRect GetRect(ImGuiWindow* window, int rect_type)
{
if (rect_type == RT_OuterRect) { return window->Rect(); }
else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
else if (rect_type == RT_InnerVisibleRect) { return window->InnerVisibleRect; }
else if (rect_type == RT_InnerWorkRect) { return window->InnerWorkRect; }
else if (rect_type == RT_InnerWorkRectClipped) { return window->InnerWorkRectClipped; }
else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
if (rect_type == RT_OuterRect) { return window->Rect(); }
else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
else if (rect_type == RT_InnerRect) { return window->InnerRect; }
else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; }
else if (rect_type == RT_WorkRect) { return window->WorkRect; }
else if (rect_type == RT_Contents) { return ImRect(window->Pos, window->Pos + window->SizeContents); }
else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
IM_ASSERT(0);
return ImRect();
}
@ -14667,7 +14690,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerVisibleRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0");
show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerRect\0" "InnerClipRect\0" "WorkRect\0" "Contents\0" "ContentsRegionRect\0");
if (show_windows_rects && g.NavWindow)
{
ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type);

View File

@ -574,7 +574,10 @@ void ImDrawList::ChannelsMerge()
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
CmdBuffer.pop_back();
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
int new_idx_buffer_count = 0;
int idx_offset = CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount;
for (int i = 1; i < _ChannelsCount; i++)
{
ImDrawChannel& ch = _Channels[i];
@ -582,10 +585,16 @@ void ImDrawList::ChannelsMerge()
ch.CmdBuffer.pop_back();
new_cmd_buffer_count += ch.CmdBuffer.Size;
new_idx_buffer_count += ch.IdxBuffer.Size;
for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++)
{
ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount;
}
}
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
// Flatten our N channels at the end of the first one.
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < _ChannelsCount; i++)

View File

@ -1461,11 +1461,11 @@ struct IMGUI_API ImGuiWindow
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window.
ImRect InnerVisibleRect; // Inner visible rectangle
ImRect InnerWorkRect; // == InnerMainRect minus WindowPadding.x
ImRect InnerWorkRectClipped; // == InnerMainRect minus WindowPadding.x, clipped within viewport or parent clip rect.
ImVec2ih HitTestHoleSize, HitTestHoleOffset;
ImRect InnerRect; // Inner rectangle
ImRect InnerClipRect; // == InnerRect minus WindowPadding.x, clipped within viewport or parent clip rect.
ImRect WorkRect; // == InnerRect minus WindowPadding.x
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2ih HitTestHoleSize, HitTestHoleOffset;
int LastFrameActive; // Last frame number the window was Active.
int LastFrameJustFocused; // Last frame number the window was made Focused.
float ItemWidthDefault;
@ -1691,8 +1691,8 @@ namespace ImGui
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetWorkRectMax();
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Logging/Capture

View File

@ -919,14 +919,14 @@ void ImGui::Scrollbar(ImGuiAxis axis)
ImRect bb;
if (axis == ImGuiAxis_X)
{
bb.Min = ImVec2(window->InnerVisibleRect.Min.x, window->InnerVisibleRect.Max.y);
bb.Max = ImVec2(window->InnerVisibleRect.Max.x, outer_rect.Max.y - window->WindowBorderSize);
bb.Min = ImVec2(window->InnerRect.Min.x, window->InnerRect.Max.y);
bb.Max = ImVec2(window->InnerRect.Max.x, outer_rect.Max.y - window->WindowBorderSize);
rounding_corners |= ImDrawCornerFlags_BotLeft;
}
else
{
bb.Min = ImVec2(window->InnerVisibleRect.Max.x, window->InnerVisibleRect.Min.y);
bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerVisibleRect.Max.y);
bb.Min = ImVec2(window->InnerRect.Max.x, window->InnerRect.Min.y);
bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y);
rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
}
ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners);
@ -5161,7 +5161,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// We vertically grow up to current line height up the typical widget height.
const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height));
ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxAbs().x, window->DC.CursorPos.y + frame_height));
if (display_frame)
{
// Framed header expand a little outside the default padding
@ -6317,7 +6317,7 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
ImGuiID id = window->GetID(str_id);
ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerWorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
tab_bar->ID = id;
return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL);
}