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ProgressBar() handling of border size + storing border size in window structure (#503)
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parent
9f6b1ace8f
commit
005b897d7d
21
imgui.cpp
21
imgui.cpp
@ -1536,6 +1536,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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BorderSize = 0.0f;
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Active = WasActive = false;
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Accessed = false;
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Collapsed = false;
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@ -3931,6 +3932,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->ScrollbarY = (flags & ImGuiWindowFlags_ForceVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_ForceHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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// Window background
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if (bg_alpha > 0.0f)
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@ -3970,11 +3972,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// (after the 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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const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const ImVec2 br = window->Rect().GetBR();
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -border_size));
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window->DrawList->PathLineTo(br + ImVec2(-border_size, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - border_size, br.y - window_rounding - border_size), window_rounding, 0, 3);
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window->BorderSize));
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window->DrawList->PathLineTo(br + ImVec2(-window->BorderSize, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window->BorderSize, br.y - window_rounding - window->BorderSize), window_rounding, 0, 3);
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window->DrawList->PathFill(resize_col);
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}
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@ -4064,7 +4065,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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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 a null clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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const float border_size = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const float border_size = window->BorderSize;
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ImRect clip_rect;
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clip_rect.Min.x = title_bar_rect.Min.x + 0.5f + ImMax(border_size, window->WindowPadding.x*0.5f);
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clip_rect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + 0.5f + border_size;
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@ -4137,7 +4138,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect window_rect = window->Rect();
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const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const float border_size = window->BorderSize;
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ImRect bb = horizontal
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? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
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: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
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@ -6801,15 +6802,16 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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const ImGuiStyle& style = g.Style;
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ImVec2 pos = window->DC.CursorPos;
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const ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
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ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
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ItemSize(bb, style.FramePadding.y);
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if (!ItemAdd(bb, NULL))
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return;
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// Render
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fraction = ImSaturate(fraction);
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const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
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RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
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bb.Reduce(ImVec2(window->BorderSize, window->BorderSize));
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const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
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RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);
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// Default displaying the fraction as percentage string, but user can override it
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@ -8325,8 +8327,7 @@ bool ImGui::BeginMenuBar()
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ImGui::BeginGroup(); // Save position
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ImGui::PushID("##menubar");
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ImRect rect = window->MenuBarRect();
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float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+border_size), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
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PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+window->BorderSize), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
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window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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window->DC.MenuBarAppending = true;
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@ -598,7 +598,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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bool ScrollbarX, ScrollbarY;
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ImVec2 ScrollbarSizes; //
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ImVec2 ScrollbarSizes;
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float BorderSize;
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bool Active; // Set to true on Begin()
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bool WasActive;
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bool Accessed; // Set to true when any widget access the current window
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