Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
commit
84f3ecc231
123
imgui.cpp
123
imgui.cpp
@ -3060,7 +3060,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
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ImGuiWindow* window = GImGui->CurrentWindow;
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if (wrap_pos_x == 0.0f)
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wrap_pos_x = GetWorkRectMax().x;
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wrap_pos_x = GetContentRegionMaxAbs().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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@ -3379,7 +3379,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
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window->Pos += delta;
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window->ClipRect.Translate(delta);
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window->OuterRectClipped.Translate(delta);
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window->InnerVisibleRect.Translate(delta);
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window->InnerRect.Translate(delta);
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window->DC.CursorPos += delta;
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window->DC.CursorStartPos += delta;
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window->DC.CursorMaxPos += delta;
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@ -5342,6 +5342,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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}
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}
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// Draw background and borders
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// Draw and handle scrollbars
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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)
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{
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ImGuiContext& g = *GImGui;
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@ -6023,43 +6025,50 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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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 RECTANGLES
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// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
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// Update various regions. Variables they depends on should be set above in this function.
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// We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
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// Update various regions. Variables they depends on are set above in this function.
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// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
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// NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out.
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window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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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)));
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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)));
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// Inner rectangle
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// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
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// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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window->InnerVisibleRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerVisibleRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerVisibleRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
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window->InnerVisibleRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
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// Outer host rectangle for drawing background and borders
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// Outer rectangle
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// Not affected by window border size. Used by:
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// - FindHoveredWindow() (w/ extra padding when border resize is enabled)
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// - Begin() initial clipping rect for drawing window background and borders.
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// - Begin() clipping whole child
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ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
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// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
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window->OuterRectClipped = window->Rect();
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if (window->DockIsActive)
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window->OuterRectClipped.Min.y += window->TitleBarHeight();
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window->OuterRectClipped.ClipWith(host_rect);
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// Inner work/clipping rectangle will extend a little bit outside the work region.
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// Inner rectangle
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// Used by:
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// - NavScrollToBringItemIntoView()
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// - NavUpdatePageUpPageDown()
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// - Scrollbar()
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const ImRect title_bar_rect = window->TitleBarRect();
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window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
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window->InnerRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
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// Work rectangle.
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// Affected by window padding and border size. Used by:
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// - Columns() for right-most edge
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// - BeginTabBar() for right-most edge
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window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
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window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
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// Inner clipping rectangle.
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// Will extend a little bit outside the normal work region.
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// This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
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// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerVisibleRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerVisibleRect.Min.y);
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window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerVisibleRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerVisibleRect.Max.y);
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window->InnerWorkRectClipped = window->InnerWorkRect;
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window->InnerWorkRectClipped.ClipWithFull(host_rect);
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// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
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// Affected by window/frame border size. Used by:
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// - Begin() initial clip rect
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window->InnerClipRect = window->WorkRect;
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window->InnerClipRect.ClipWithFull(host_rect);
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// DRAWING
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@ -6090,6 +6099,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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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)));
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
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// [LEGACY] Contents Region
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// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
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// NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both.
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// Used by:
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// - Mouse wheel scrolling
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// - ... (many things)
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window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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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)));
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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)));
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// Setup drawing context
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// (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.)
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window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
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@ -6213,7 +6235,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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if (!(flags & ImGuiWindowFlags_DockNodeHost))
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PushClipRect(window->InnerWorkRectClipped.Min, window->InnerWorkRectClipped.Max, true);
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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// 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)
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if (first_begin_of_the_frame)
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@ -6485,7 +6507,7 @@ float ImGui::CalcItemWidth()
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w = window->DC.ItemWidth;
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if (w < 0.0f)
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{
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float region_max_x = GetWorkRectMax().x;
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float region_max_x = GetContentRegionMaxAbs().x;
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w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
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}
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w = (float)(int)w;
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@ -6502,7 +6524,7 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
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ImVec2 region_max;
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if (size.x < 0.0f || size.y < 0.0f)
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region_max = GetWorkRectMax();
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region_max = GetContentRegionMaxAbs();
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if (size.x == 0.0f)
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size.x = default_w;
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@ -7146,7 +7168,7 @@ ImVec2 ImGui::GetContentRegionMax()
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}
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// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
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ImVec2 ImGui::GetWorkRectMax()
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ImVec2 ImGui::GetContentRegionMaxAbs()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImVec2 mx = window->ContentsRegionRect.Max;
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@ -7158,7 +7180,7 @@ ImVec2 ImGui::GetWorkRectMax()
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ImVec2 ImGui::GetContentRegionAvail()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return GetWorkRectMax() - window->DC.CursorPos;
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return GetContentRegionMaxAbs() - window->DC.CursorPos;
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}
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// In window space (not screen space!)
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@ -8510,7 +8532,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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ImRect window_rect(window->InnerVisibleRect.Min - ImVec2(1, 1), window->InnerVisibleRect.Max + ImVec2(1, 1));
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ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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@ -8784,7 +8806,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerVisibleRect.Min - window->Pos - ImVec2(1,1), window->InnerVisibleRect.Max - window->Pos + ImVec2(1,1));
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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float pad = window->CalcFontSize() * 0.5f;
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@ -8885,14 +8907,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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SetWindowScrollY(window, window->Scroll.y - window->InnerVisibleRect.GetHeight());
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SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetWindowScrollY(window, window->Scroll.y + window->InnerVisibleRect.GetHeight());
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SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerVisibleRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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@ -9380,7 +9402,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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window->DC.CurrentColumns = columns;
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// Set state for first column
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerWorkRect.Max.x - window->Pos.x);
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const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->WorkRect.Max.x - window->Pos.x);
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columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range
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columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f);
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columns->HostCursorPosY = window->DC.CursorPos.y;
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@ -14419,10 +14441,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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return;
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}
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enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerVisibleRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect };
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enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect };
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static bool show_windows_begin_order = false;
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static bool show_windows_rects = false;
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static int show_windows_rect_type = RT_InnerWorkRect;
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static int show_windows_rect_type = RT_WorkRect;
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static bool show_drawcmd_clip_rects = true;
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ImGuiIO& io = ImGui::GetIO();
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@ -14437,12 +14459,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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static ImRect GetRect(ImGuiWindow* window, int rect_type)
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{
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if (rect_type == RT_OuterRect) { return window->Rect(); }
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else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
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else if (rect_type == RT_InnerVisibleRect) { return window->InnerVisibleRect; }
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else if (rect_type == RT_InnerWorkRect) { return window->InnerWorkRect; }
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else if (rect_type == RT_InnerWorkRectClipped) { return window->InnerWorkRectClipped; }
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else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
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if (rect_type == RT_OuterRect) { return window->Rect(); }
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else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
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else if (rect_type == RT_InnerRect) { return window->InnerRect; }
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else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; }
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else if (rect_type == RT_WorkRect) { return window->WorkRect; }
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else if (rect_type == RT_Contents) { return ImRect(window->Pos, window->Pos + window->SizeContents); }
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else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
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IM_ASSERT(0);
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return ImRect();
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}
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@ -14667,7 +14690,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
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show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerVisibleRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0");
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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");
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if (show_windows_rects && g.NavWindow)
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{
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ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type);
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|
@ -574,7 +574,10 @@ void ImDrawList::ChannelsMerge()
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if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
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CmdBuffer.pop_back();
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int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
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// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
|
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int new_cmd_buffer_count = 0;
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int new_idx_buffer_count = 0;
|
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int idx_offset = CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount;
|
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for (int i = 1; i < _ChannelsCount; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
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@ -582,10 +585,16 @@ void ImDrawList::ChannelsMerge()
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ch.CmdBuffer.pop_back();
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new_cmd_buffer_count += ch.CmdBuffer.Size;
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new_idx_buffer_count += ch.IdxBuffer.Size;
|
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for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++)
|
||||
{
|
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ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
|
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idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount;
|
||||
}
|
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}
|
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CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
|
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IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
|
||||
|
||||
// Flatten our N channels at the end of the first one.
|
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ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
|
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
|
||||
for (int i = 1; i < _ChannelsCount; i++)
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user