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Tab Bar: Further simplification of section/clip rect handling. (#3291)
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@ -10563,10 +10563,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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ImDrawList* draw_list = ImGui::GetForegroundDrawList();
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draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
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if (tab_bar->Sections[0].Width > 0.0f)
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draw_list->AddLine(ImVec2(tab_bar->BarRect.Min.x + tab_bar->Sections[0].Width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Min.x + tab_bar->Sections[0].Width, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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if (tab_bar->Sections[2].Width > 0.0f)
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draw_list->AddLine(ImVec2(tab_bar->BarRect.Max.x - tab_bar->Sections[2].Width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x - tab_bar->Sections[2].Width, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
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}
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if (open)
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{
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@ -1725,16 +1725,6 @@ struct ImGuiTabItem
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ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; }
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};
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struct ImGuiTabBarSection
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{
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int TabStartIndex; // Index of first tab in this section.
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int TabCount; // Number of tabs in this section.
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float Width; // Sum of width of tabs in this section (after shrinking down)
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float Spacing; // Horizontal spacing at the end of the section.
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ImGuiTabBarSection(){ memset(this, 0, sizeof(*this)); }
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};
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// Storage for a tab bar (sizeof() 92~96 bytes)
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struct ImGuiTabBar
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{
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@ -1753,6 +1743,8 @@ struct ImGuiTabBar
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float ScrollingTarget;
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float ScrollingTargetDistToVisibility;
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float ScrollingSpeed;
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float ScrollingRectMinX;
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float ScrollingRectMaxX;
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ImGuiTabBarFlags Flags;
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ImGuiID ReorderRequestTabId;
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ImS8 ReorderRequestDir;
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@ -1762,7 +1754,6 @@ struct ImGuiTabBar
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bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
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short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
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ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
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ImGuiTabBarSection Sections[3]; // Layout sections: Leading, Central, Trailing
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ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
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ImGuiTabBar();
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@ -6801,13 +6801,22 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
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// - TabBarTabListPopupButton() [Internal]
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//-------------------------------------------------------------------------
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struct ImGuiTabBarSection
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{
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int TabCount; // Number of tabs in this section.
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float Width; // Sum of width of tabs in this section (after shrinking down)
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float Spacing; // Horizontal spacing at the end of the section.
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ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
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};
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namespace ImGui
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{
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static void TabBarLayout(ImGuiTabBar* tab_bar);
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static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
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static float TabBarCalcMaxTabWidth();
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static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
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static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
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static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections);
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static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
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static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
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}
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@ -6820,6 +6829,7 @@ ImGuiTabBar::ImGuiTabBar()
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LastTabContentHeight = 0.0f;
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WidthAllTabs = WidthAllTabsIdeal = 0.0f;
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ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
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ScrollingRectMinX = ScrollingRectMaxX = 0.0f;
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Flags = ImGuiTabBarFlags_None;
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ReorderRequestTabId = 0;
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ReorderRequestDir = 0;
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@ -6860,12 +6870,6 @@ static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
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return ImGuiPtrOrIndex(tab_bar);
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}
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static ImVec2 GetTabBarScrollingButtonSize()
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{
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ImGuiContext& g = *GImGui;
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return ImVec2(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
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}
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bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -6969,14 +6973,13 @@ void ImGui::EndTabBar()
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static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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{
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ImGuiContext& g = *GImGui;
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ImGuiTabBarSection* sections = tab_bar->Sections;
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tab_bar->WantLayout = false;
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// Garbage collect by compacting list
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// Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
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int tab_dst_n = 0;
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bool need_sort_by_section = false;
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sections[0].TabCount = sections[1].TabCount = sections[2].TabCount = 0;
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ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
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for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
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{
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ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
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@ -7015,13 +7018,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Calculate spacing between sections
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sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
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sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
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sections[2].Spacing = 0.0f;
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sections[0].TabStartIndex = 0;
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sections[1].TabStartIndex = sections[0].TabStartIndex + sections[0].TabCount;
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sections[2].TabStartIndex = sections[1].TabStartIndex + sections[1].TabCount;
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sections[0].Width = 0.0f;
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sections[1].Width = 0.0f;
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sections[2].Width = 0.0f;
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// Setup next selected tab
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ImGuiID scroll_track_selected_tab_id = 0;
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@ -7054,6 +7050,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Compute ideal tabs widths + store them into shrink buffer
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ImGuiTabItem* most_recently_selected_tab = NULL;
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int curr_section_n = -1;
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bool found_selected_tab_id = false;
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for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
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{
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@ -7076,7 +7073,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
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ImGuiTabBarSection* section = §ions[section_n];
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section->Width += tab->ContentWidth + (tab_n > section->TabStartIndex ? g.Style.ItemInnerSpacing.x : 0.0f);
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section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
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curr_section_n = section_n;
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// Store data so we can build an array sorted by width if we need to shrink tabs down
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int shrink_buffer_index = shrink_buffer_indexes[section_n]++;
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@ -7135,23 +7133,24 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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}
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// Layout all active tabs
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float next_tab_offset = 0.0f;
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int section_tab_index = 0;
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float tab_offset = 0.0f;
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tab_bar->WidthAllTabs = 0.0f;
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for (int section_n = 0; section_n < 3; section_n++)
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{
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// FIXME: The +1.0f is in TabBarScrollingButtons()
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ImGuiTabBarSection* section = §ions[section_n];
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if (section_n == 2)
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next_tab_offset = ImMin(tab_bar->BarRect.GetWidth() - section->Width, next_tab_offset);
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tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
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for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
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{
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ImGuiTabItem* tab = &tab_bar->Tabs[section->TabStartIndex + tab_n];
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tab->Offset = next_tab_offset;
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next_tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
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ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
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tab->Offset = tab_offset;
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tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
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}
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tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
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next_tab_offset += section->Spacing;
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tab_offset += section->Spacing;
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section_tab_index += section->TabCount;
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}
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// If we have lost the selected tab, select the next most recently active one
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@ -7167,7 +7166,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Update scrolling
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if (scroll_track_selected_tab_id)
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if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
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TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
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TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections);
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tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
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tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
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if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
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@ -7183,6 +7182,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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{
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tab_bar->ScrollingSpeed = 0.0f;
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}
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tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
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tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
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// Clear name buffers
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if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
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@ -7264,13 +7265,12 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
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return ImMax(scrolling, 0.0f);
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}
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static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
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static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections)
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{
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if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))
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return;
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ImGuiContext& g = *GImGui;
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ImGuiTabBarSection* sections = tab_bar->Sections;
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float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
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int order = tab_bar->GetTabOrder(tab);
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@ -7336,7 +7336,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const ImVec2 arrow_button_size = GetTabBarScrollingButtonSize();
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const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
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const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
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const ImVec2 backup_cursor_pos = window->DC.CursorPos;
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@ -7605,21 +7605,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
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// Layout
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const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0;
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size.x = tab->Width;
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if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))
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window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
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else
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if (is_central_section)
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window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
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else
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window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
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ImVec2 pos = window->DC.CursorPos;
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ImRect bb(pos, pos + size);
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// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
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// Leading buttons will be clipped by BarRect.Max.x, Trailing buttons will be clipped at BarRect.Min.x + LeadingsWidth (+ spacing if there are some buttons), and central tabs will be clipped inbetween
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float offset_trailing = (flags & (ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_Leading)) ? 0.0f : tab_bar->Sections[2].Width + tab_bar->Sections[1].Spacing;
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float offset_leading = (flags & ImGuiTabItemFlags_Leading) ? 0.0f : tab_bar->Sections[0].Width + tab_bar->Sections[0].Spacing;
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bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x + offset_leading) || (bb.Max.x > tab_bar->BarRect.Max.x - offset_trailing);
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const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
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if (want_clip_rect)
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PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x + offset_leading), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x - offset_trailing, bb.Max.y), true);
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PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
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ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
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ItemSize(bb.GetSize(), style.FramePadding.y);
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