mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
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:
parent
57a586b4f1
commit
0236bc246f
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -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)
|
||||||
@ -722,8 +729,8 @@ 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);
|
||||||
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
|
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
|
||||||
@ -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);
|
||||||
|
Loading…
Reference in New Issue
Block a user