Added commentary about ContentRegion functions. Added internal GetContentRegionMaxScreen() to facilitate internal code at the moment.
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9d4a893a77
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26
imgui.cpp
26
imgui.cpp
@ -2978,9 +2978,9 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
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if (wrap_pos_x < 0.0f)
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return 0.0f;
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ImGuiWindow* window = GetCurrentWindowRead();
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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 = GetContentRegionMax().x + window->Pos.x;
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wrap_pos_x = GetContentRegionMaxScreen().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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@ -5775,7 +5775,7 @@ void ImGui::PopItemWidth()
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// Calculate default item width given value passed to PushItemWidth()
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float ImGui::CalcItemWidth()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GImGui->CurrentWindow;
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float w = window->DC.ItemWidth;
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if (w < 0.0f)
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{
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@ -5791,10 +5791,10 @@ float ImGui::CalcItemWidth()
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// Note that only CalcItemWidth() is publicly exposed.
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ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImVec2 content_max;
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if (size.x < 0.0f || size.y < 0.0f)
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content_max = window->Pos + GetContentRegionMax();
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content_max = GetContentRegionMaxScreen();
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if (size.x <= 0.0f)
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size.x = (size.x == 0.0f) ? default_w : ImMax(content_max.x - window->DC.CursorPos.x, 4.0f) + size.x;
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if (size.y <= 0.0f)
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@ -6367,17 +6367,27 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
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// FIXME: This is in window space (not screen space!)
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ImVec2 ImGui::GetContentRegionMax()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
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if (window->DC.CurrentColumns)
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mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x;
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return mx;
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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::GetContentRegionMaxScreen()
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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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if (window->DC.CurrentColumns)
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mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x;
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return mx;
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}
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ImVec2 ImGui::GetContentRegionAvail()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
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ImGuiWindow* window = GImGui->CurrentWindow;
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return GetContentRegionMaxScreen() - window->DC.CursorPos;
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}
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float ImGui::GetContentRegionAvailWidth()
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17
imgui.h
17
imgui.h
@ -261,18 +261,12 @@ namespace ImGui
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IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
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IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
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IMGUI_API ImVec2 GetWindowSize(); // get current window size
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API float GetWindowContentRegionWidth(); //
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// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
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@ -290,6 +284,15 @@ namespace ImGui
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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// Content region
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// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API float GetWindowContentRegionWidth(); //
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// Windows Scrolling
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IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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@ -1444,6 +1444,7 @@ namespace ImGui
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
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IMGUI_API void PopItemFlag();
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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)
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IMGUI_API ImVec2 GetContentRegionMaxScreen();
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// Logging/Capture
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IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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@ -5057,7 +5057,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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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(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
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const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
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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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ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxScreen().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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