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https://github.com/Drezil/imgui.git
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Added io.DisplayVisibleMin / io.DisplayVisibleMax to allow for virtual / scrolling display.
+ remove duplicated "Setup outer clipping rectangle" block in Begin))
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parent
962ef3924a
commit
27161d2a98
31
imgui.cpp
31
imgui.cpp
@ -525,6 +525,7 @@ ImGuiIO::ImGuiIO()
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MousePosPrev = ImVec2(-1,-1);
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MouseDoubleClickTime = 0.30f;
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MouseDoubleClickMaxDist = 6.0f;
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DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
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UserData = NULL;
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// User functions
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@ -2474,7 +2475,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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if (first_begin_of_the_frame)
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{
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window->DrawList->Clear();
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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window->Visible = true;
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// New windows appears in front
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@ -2490,13 +2490,22 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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window->Pos = window->PosFloat = parent_window->DC.CursorPos;
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window->SizeFull = size;
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}
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}
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// Outer clipping rectangle
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// Setup texture
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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// Setup outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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PushClipRect(parent_window->ClipRectStack.back());
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else if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
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PushClipRect(ImVec4(g.IO.DisplayVisibleMin.x, g.IO.DisplayVisibleMin.y, g.IO.DisplayVisibleMax.x, g.IO.DisplayVisibleMax.y));
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else
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PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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// Setup and draw window
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if (first_begin_of_the_frame)
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{
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// Seed ID stack with our window pointer
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window->IDStack.resize(0);
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ImGui::PushID(window);
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@ -2531,11 +2540,14 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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// Clamp into view
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Tooltip))
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{
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// FIXME: Parameterize padding.
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const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f); // FIXME: Parametrize of clarify this behavior.
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if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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{
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window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad);
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ImVec2 clip_min = pad;
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ImVec2 clip_max = g.IO.DisplaySize - pad;
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window->PosFloat = ImMax(window->PosFloat + window->Size, clip_min) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, clip_max);
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}
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window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
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}
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@ -2783,17 +2795,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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PopClipRect();
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}
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}
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else
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{
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// Short path when we do multiple Begin in the same frame.
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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// Outer clipping rectangle
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
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PushClipRect(parent_window->ClipRectStack.back());
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else
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PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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}
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// Inner clipping 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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2
imgui.h
2
imgui.h
@ -501,6 +501,8 @@ struct ImGuiIO
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ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
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float FontGlobalScale; // = 1.0f // Global scale all fonts
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bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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//------------------------------------------------------------------
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// User Functions
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