mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Updated ImGui.
This commit is contained in:
320
3rdparty/dear-imgui/imgui.cpp
vendored
320
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -1078,7 +1078,9 @@ static int FindWindowFocusIndex(ImGuiWindow* window);
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void RenderOuterBorders(ImGuiWindow* window);
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static void RenderWindowOuterBorders(ImGuiWindow* window);
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static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
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static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
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}
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@@ -4928,7 +4930,7 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, cons
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window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping);
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}
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static void ImGui::RenderOuterBorders(ImGuiWindow* window)
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static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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float rounding = window->WindowRounding;
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@@ -4965,6 +4967,134 @@ static void ImGui::RenderOuterBorders(ImGuiWindow* window)
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}
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}
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void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, 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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ImGuiStyle& style = g.Style;
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ImGuiWindowFlags flags = window->Flags;
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// Draw window + handle manual resize
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// As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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if (window->Collapsed)
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{
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// Title bar only
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float backup_border_size = style.FrameBorderSize;
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g.Style.FrameBorderSize = window->WindowBorderSize;
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ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
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RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
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g.Style.FrameBorderSize = backup_border_size;
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}
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else
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{
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// Window background
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if (!(flags & ImGuiWindowFlags_NoBackground))
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{
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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float alpha = 1.0f;
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if (g.NextWindowData.BgAlphaCond != 0)
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alpha = g.NextWindowData.BgAlphaVal;
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if (alpha != 1.0f)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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}
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g.NextWindowData.BgAlphaCond = 0;
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// Title bar
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if (!(flags & ImGuiWindowFlags_NoTitleBar))
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{
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ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
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window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
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}
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// Menu bar
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if (flags & ImGuiWindowFlags_MenuBar)
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{
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ImRect menu_bar_rect = window->MenuBarRect();
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
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window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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// Scrollbars
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if (window->ScrollbarX)
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Scrollbar(ImGuiAxis_X);
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if (window->ScrollbarY)
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Scrollbar(ImGuiAxis_Y);
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// Render resize grips (after their input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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{
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
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}
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}
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// Borders
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RenderWindowOuterBorders(window);
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}
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}
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void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImGuiWindowFlags flags = window->Flags;
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// Close & collapse button are on layer 1 (same as menus) and don't default focus
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const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
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// Collapse button
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if (!(flags & ImGuiWindowFlags_NoCollapse))
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if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
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window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
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// Close button
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if (p_open != NULL)
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{
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const float rad = g.FontSize * 0.5f;
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if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1))
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*p_open = false;
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}
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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window->DC.ItemFlags = item_flags_backup;
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// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
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// FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
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const char* UNSAVED_DOCUMENT_MARKER = "*";
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const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
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const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
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ImRect text_r = title_bar_rect;
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float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
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float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
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if (style.WindowTitleAlign.x > 0.0f)
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pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
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text_r.Min.x += pad_left;
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text_r.Max.x -= pad_right;
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ImRect clip_rect = text_r;
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clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
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RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
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if (flags & ImGuiWindowFlags_UnsavedDocument)
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{
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ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
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ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
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RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
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}
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}
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void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
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{
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window->ParentWindow = parent_window;
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@@ -4980,7 +5110,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
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}
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}
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// Push a new ImGui window to add widgets to.
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// Push a new Dear ImGui window to add widgets to.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
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// - Begin/End can be called multiple times during the frame with the same window name to append content.
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// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
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@@ -5298,7 +5428,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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int border_held = -1;
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ImU32 resize_grip_col[4] = { 0 };
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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if (!window->Collapsed)
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UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
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window->ResizeBorderHeld = (signed char)border_held;
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@@ -5309,6 +5439,40 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else
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window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
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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 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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// 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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window->OuterRectClipped.ClipWith(window->ClipRect);
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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->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
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window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
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// Inner clipping rectangle will extend a little bit outside the 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->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
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// DRAWING
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// Setup draw list and outer clipping rectangle
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@@ -5338,77 +5502,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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}
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// Draw window + handle manual resize
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// As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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const ImRect title_bar_rect = window->TitleBarRect();
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if (window->Collapsed)
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{
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// Title bar only
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float backup_border_size = style.FrameBorderSize;
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g.Style.FrameBorderSize = window->WindowBorderSize;
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ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
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RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
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g.Style.FrameBorderSize = backup_border_size;
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}
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else
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{
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// Window background
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if (!(flags & ImGuiWindowFlags_NoBackground))
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{
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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float alpha = 1.0f;
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if (g.NextWindowData.BgAlphaCond != 0)
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alpha = g.NextWindowData.BgAlphaVal;
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if (alpha != 1.0f)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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}
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g.NextWindowData.BgAlphaCond = 0;
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// Title bar
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if (!(flags & ImGuiWindowFlags_NoTitleBar))
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{
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ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
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window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
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}
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// Menu bar
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if (flags & ImGuiWindowFlags_MenuBar)
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{
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ImRect menu_bar_rect = window->MenuBarRect();
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min+ImVec2(window_border_size,0), menu_bar_rect.Max-ImVec2(window_border_size,0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
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window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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// Scrollbars
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if (window->ScrollbarX)
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Scrollbar(ImGuiAxis_X);
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if (window->ScrollbarY)
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Scrollbar(ImGuiAxis_Y);
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// Render resize grips (after their input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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{
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
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}
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}
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// Borders
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RenderOuterBorders(window);
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}
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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// Draw navigation selection/windowing rectangle border
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if (g.NavWindowingTargetAnim == window)
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@@ -5424,37 +5520,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
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}
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|
||||
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
|
||||
window->SizeFullAtLastBegin = window->SizeFull;
|
||||
|
||||
// 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)));
|
||||
|
||||
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
|
||||
window->OuterRectClipped = window->Rect();
|
||||
window->OuterRectClipped.ClipWith(window->ClipRect);
|
||||
|
||||
// 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.
|
||||
window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
|
||||
window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
|
||||
window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
|
||||
window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
|
||||
|
||||
// Inner clipping rectangle will extend a little bit outside the 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->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
|
||||
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
|
||||
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
|
||||
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
|
||||
|
||||
// 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;
|
||||
@@ -5508,52 +5573,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
// Title bar
|
||||
if (!(flags & ImGuiWindowFlags_NoTitleBar))
|
||||
{
|
||||
// Close & collapse button are on layer 1 (same as menus) and don't default focus
|
||||
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
|
||||
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
|
||||
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
|
||||
|
||||
// Collapse button
|
||||
if (!(flags & ImGuiWindowFlags_NoCollapse))
|
||||
if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
|
||||
window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
|
||||
|
||||
// Close button
|
||||
if (p_open != NULL)
|
||||
{
|
||||
const float rad = g.FontSize * 0.5f;
|
||||
if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1))
|
||||
*p_open = false;
|
||||
}
|
||||
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
window->DC.ItemFlags = item_flags_backup;
|
||||
|
||||
// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
|
||||
// FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code..
|
||||
const char* UNSAVED_DOCUMENT_MARKER = "*";
|
||||
float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
|
||||
ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
|
||||
ImRect text_r = title_bar_rect;
|
||||
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
|
||||
float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
|
||||
if (style.WindowTitleAlign.x > 0.0f)
|
||||
pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
|
||||
text_r.Min.x += pad_left;
|
||||
text_r.Max.x -= pad_right;
|
||||
ImRect clip_rect = text_r;
|
||||
clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
|
||||
RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
|
||||
if (flags & ImGuiWindowFlags_UnsavedDocument)
|
||||
{
|
||||
ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
|
||||
ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
|
||||
RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
|
||||
}
|
||||
}
|
||||
RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
|
||||
|
||||
// Pressing CTRL+C while holding on a window copy its content to the clipboard
|
||||
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
|
||||
|
||||
5
3rdparty/dear-imgui/imgui_internal.h
vendored
5
3rdparty/dear-imgui/imgui_internal.h
vendored
@@ -956,7 +956,7 @@ struct ImGuiContext
|
||||
bool DragCurrentAccumDirty;
|
||||
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
int TooltipOverrideCount;
|
||||
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
|
||||
|
||||
@@ -1092,7 +1092,7 @@ struct ImGuiContext
|
||||
DragCurrentAccumDirty = false;
|
||||
DragCurrentAccum = 0.0f;
|
||||
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
MultiSelectScopeId = 0;
|
||||
@@ -1551,6 +1551,7 @@ namespace ImGui
|
||||
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
||||
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
||||
|
||||
|
||||
136
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
136
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -380,6 +380,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
|
||||
// - ArrowButton()
|
||||
// - CloseButton() [Internal]
|
||||
// - CollapseButton() [Internal]
|
||||
// - ScrollbarEx() [Internal]
|
||||
// - Scrollbar() [Internal]
|
||||
// - Image()
|
||||
// - ImageButton()
|
||||
@@ -777,125 +778,124 @@ ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
|
||||
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
|
||||
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
|
||||
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
|
||||
void ImGui::Scrollbar(ImGuiAxis axis)
|
||||
// Still, the code should probably be made simpler..
|
||||
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
const bool horizontal = (axis == ImGuiAxis_X);
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = GetScrollbarID(window, axis);
|
||||
KeepAliveID(id);
|
||||
|
||||
// Render background
|
||||
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
|
||||
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
|
||||
const ImRect host_rect = window->Rect();
|
||||
const float border_size = window->WindowBorderSize;
|
||||
ImRect bb = horizontal
|
||||
? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size)
|
||||
: ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size);
|
||||
bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar
|
||||
bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y);
|
||||
if (!horizontal)
|
||||
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect?
|
||||
|
||||
const float bb_width = bb.GetWidth();
|
||||
const float bb_height = bb.GetHeight();
|
||||
if (bb_width <= 0.0f || bb_height <= 0.0f)
|
||||
return;
|
||||
const float bb_frame_width = bb_frame.GetWidth();
|
||||
const float bb_frame_height = bb_frame.GetHeight();
|
||||
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
|
||||
return false;
|
||||
|
||||
// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
|
||||
float alpha = 1.0f;
|
||||
if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
|
||||
{
|
||||
alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
|
||||
if (alpha <= 0.0f)
|
||||
return;
|
||||
}
|
||||
const bool allow_interaction = (alpha >= 1.0f);
|
||||
if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
|
||||
alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
|
||||
if (alpha <= 0.0f)
|
||||
return false;
|
||||
|
||||
int window_rounding_corners;
|
||||
if (horizontal)
|
||||
window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
|
||||
else
|
||||
window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
|
||||
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
|
||||
bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const bool allow_interaction = (alpha >= 1.0f);
|
||||
const bool horizontal = (axis == ImGuiAxis_X);
|
||||
|
||||
ImRect bb = bb_frame;
|
||||
bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
|
||||
|
||||
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
|
||||
float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
|
||||
float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
|
||||
float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
|
||||
float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
|
||||
const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
|
||||
|
||||
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
|
||||
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
|
||||
IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
|
||||
const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
|
||||
const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
|
||||
IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
|
||||
const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
|
||||
const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
|
||||
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
|
||||
|
||||
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
|
||||
bool held = false;
|
||||
bool hovered = false;
|
||||
const bool previously_held = (g.ActiveId == id);
|
||||
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
|
||||
|
||||
float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
|
||||
float scroll_ratio = ImSaturate(scroll_v / scroll_max);
|
||||
float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
|
||||
float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
|
||||
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
|
||||
if (held && allow_interaction && grab_h_norm < 1.0f)
|
||||
{
|
||||
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
|
||||
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
|
||||
float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
|
||||
|
||||
// Click position in scrollbar normalized space (0.0f->1.0f)
|
||||
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
|
||||
SetHoveredID(id);
|
||||
|
||||
bool seek_absolute = false;
|
||||
if (!previously_held)
|
||||
if (g.ActiveIdIsJustActivated)
|
||||
{
|
||||
// On initial click calculate the distance between mouse and the center of the grab
|
||||
if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
|
||||
{
|
||||
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
|
||||
}
|
||||
seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);
|
||||
if (seek_absolute)
|
||||
g.ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
else
|
||||
{
|
||||
seek_absolute = true;
|
||||
*click_delta_to_grab_center_v = 0.0f;
|
||||
}
|
||||
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
|
||||
}
|
||||
|
||||
// Apply scroll
|
||||
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
|
||||
const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
|
||||
scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
|
||||
if (horizontal)
|
||||
window->Scroll.x = scroll_v;
|
||||
else
|
||||
window->Scroll.y = scroll_v;
|
||||
const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
|
||||
*p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
|
||||
|
||||
// Update values for rendering
|
||||
scroll_ratio = ImSaturate(scroll_v / scroll_max);
|
||||
scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
|
||||
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
|
||||
|
||||
// Update distance to grab now that we have seeked and saturated
|
||||
if (seek_absolute)
|
||||
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
|
||||
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
|
||||
}
|
||||
|
||||
// Render grab
|
||||
// Render
|
||||
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners);
|
||||
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
|
||||
ImRect grab_rect;
|
||||
if (horizontal)
|
||||
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y);
|
||||
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
|
||||
else
|
||||
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y));
|
||||
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
|
||||
window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
|
||||
|
||||
return held;
|
||||
}
|
||||
|
||||
void ImGui::Scrollbar(ImGuiAxis axis)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
const ImGuiID id = GetScrollbarID(window, axis);
|
||||
KeepAliveID(id);
|
||||
|
||||
// Calculate scrollbar bounding box
|
||||
const ImRect outer_rect = window->Rect();
|
||||
const float other_scrollbar_size = window->ScrollbarSizes[axis];
|
||||
ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0;
|
||||
ImRect bb;
|
||||
if (axis == ImGuiAxis_X)
|
||||
{
|
||||
bb.Min = ImVec2(window->InnerMainRect.Min.x, window->InnerMainRect.Max.y);
|
||||
bb.Max = ImVec2(window->InnerMainRect.Max.x, outer_rect.Max.y - window->WindowBorderSize);
|
||||
rounding_corners |= ImDrawCornerFlags_BotLeft;
|
||||
}
|
||||
else
|
||||
{
|
||||
bb.Min = ImVec2(window->InnerMainRect.Max.x, window->InnerMainRect.Min.y);
|
||||
bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerMainRect.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);
|
||||
}
|
||||
|
||||
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
|
||||
|
||||
Reference in New Issue
Block a user