Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.

# Conflicts:
#	imgui_widgets.cpp
This commit is contained in:
ocornut 2020-10-14 18:34:33 +02:00
parent 042a3b01d2
commit bae2240eda
3 changed files with 23 additions and 12 deletions

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@ -120,12 +120,11 @@ Breaking Changes:
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining. and removing up old API calls, if any remaining.
Other Changes: Other Changes:
- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them. - Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs. - Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.
>>>>>>> master
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -1960,7 +1960,8 @@ struct ImGuiTabBar
int CurrFrameVisible; int CurrFrameVisible;
int PrevFrameVisible; int PrevFrameVisible;
ImRect BarRect; ImRect BarRect;
float LastTabContentHeight; // Record the height of contents submitted below the tab bar float CurrTabsContentsHeight;
float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
float WidthAllTabs; // Actual width of all tabs (locked during layout) float WidthAllTabs; // Actual width of all tabs (locked during layout)
float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped
float ScrollingAnim; float ScrollingAnim;
@ -1976,8 +1977,9 @@ struct ImGuiTabBar
bool WantLayout; bool WantLayout;
bool VisibleTabWasSubmitted; bool VisibleTabWasSubmitted;
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
ImVec2 TabsContentsMin;
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar(); ImGuiTabBar();

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@ -6837,7 +6837,7 @@ ImGuiTabBar::ImGuiTabBar()
ID = 0; ID = 0;
SelectedTabId = NextSelectedTabId = VisibleTabId = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
CurrFrameVisible = PrevFrameVisible = -1; CurrFrameVisible = PrevFrameVisible = -1;
LastTabContentHeight = 0.0f; CurrTabsContentsHeight = PrevTabsContentsHeight = 0.0f;
WidthAllTabs = WidthAllTabsIdeal = 0.0f; WidthAllTabs = WidthAllTabsIdeal = 0.0f;
ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
ScrollingRectMinX = ScrollingRectMaxX = 0.0f; ScrollingRectMinX = ScrollingRectMaxX = 0.0f;
@ -6909,10 +6909,10 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
g.CurrentTabBar = tab_bar; g.CurrentTabBar = tab_bar;
// Append with multiple BeginTabBar()/EndTabBar() pairs.
if (tab_bar->CurrFrameVisible == g.FrameCount) if (tab_bar->CurrFrameVisible == g.FrameCount)
{ {
//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); window->DC.CursorPos = tab_bar->TabsContentsMin;
//IM_ASSERT(0);
return true; return true;
} }
@ -6931,12 +6931,15 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->CurrFrameVisible = g.FrameCount;
tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
tab_bar->CurrTabsContentsHeight = 0.0f;
tab_bar->FramePadding = g.Style.FramePadding; tab_bar->FramePadding = g.Style.FramePadding;
tab_bar->TabsActiveCount = 0; tab_bar->TabsActiveCount = 0;
// Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
window->DC.CursorPos.x = tab_bar->BarRect.Min.x; tab_bar->TabsContentsMin.x = tab_bar->BarRect.Min.x;
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; tab_bar->TabsContentsMin.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y;
window->DC.CursorPos = tab_bar->TabsContentsMin;
// Draw separator // Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
@ -6969,15 +6972,22 @@ void ImGui::EndTabBar()
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
return; return;
} }
if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted
// Fallback in case no TabItem have been submitted
if (tab_bar->WantLayout)
TabBarLayout(tab_bar); TabBarLayout(tab_bar);
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); {
tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
}
else else
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; {
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
}
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID(); PopID();