Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap. (+1 squashed commits)

Internals: Added GetScrollbarID(). (#1185)
This commit is contained in:
omar 2019-02-14 13:25:23 +01:00
parent 57a586b4f1
commit 0236bc246f
3 changed files with 28 additions and 6 deletions

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@ -61,6 +61,8 @@ Other Changes:
- RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). - RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
- Window: When resizing from an edge, the border is more visible and better follow the rounded corners. - Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) - Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very
small window, as well as reducing visual noise/overlap.
- ListBox: Better optimized when clipped / non-visible. - ListBox: Better optimized when clipped / non-visible.
- InputTextMultiline: Better optimized when clipped / non-visible. - InputTextMultiline: Better optimized when clipped / non-visible.
- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to - Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to

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@ -1464,6 +1464,7 @@ namespace ImGui
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); 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 bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
IMGUI_API void Scrollbar(ImGuiLayoutType direction); IMGUI_API void Scrollbar(ImGuiLayoutType direction);
IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction);
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
// Widgets low-level behaviors // Widgets low-level behaviors

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@ -710,6 +710,13 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
return pressed; return pressed;
} }
ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
}
// Vertical/Horizontal scrollbar // Vertical/Horizontal scrollbar
// The entire piece of code below is rather confusing because: // The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
@ -722,7 +729,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
const bool horizontal = (direction == ImGuiLayoutType_Horizontal); const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); const ImGuiID id = GetScrollbarID(direction);
// Render background // Render background
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
@ -734,9 +741,21 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
: 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); : 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);
if (!horizontal) if (!horizontal)
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
const float bb_height = bb.GetHeight();
if (bb.GetWidth() <= 0.0f || bb_height <= 0.0f)
return; return;
// 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 ((direction == ImGuiLayoutType_Vertical) && 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);
int window_rounding_corners; int window_rounding_corners;
if (horizontal) if (horizontal)
window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
@ -767,7 +786,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
float scroll_ratio = ImSaturate(scroll_v / scroll_max); float scroll_ratio = ImSaturate(scroll_v / scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
if (held && grab_h_norm < 1.0f) if (held && allow_interaction && grab_h_norm < 1.0f)
{ {
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; 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 mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
@ -810,8 +829,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
} }
// Render // Render grab
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
ImRect grab_rect; ImRect grab_rect;
if (horizontal) 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, window_rect.Max.x), bb.Max.y); 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, window_rect.Max.x), bb.Max.y);