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https://github.com/Drezil/imgui.git
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Added GetScrollPosY(), GetScrollMaxY() (mentioned in #150)
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a5daea9408
commit
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45
imgui.cpp
45
imgui.cpp
@ -1122,7 +1122,8 @@ struct ImGuiWindow
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ImVec2 Pos; // Position rounded-up to nearest pixel
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ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
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ImVec2 SizeFull; // Size when non collapsed
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ImVec2 SizeContentsFit; // Size of contents (extents reach by the drawing cursor) - may not fit within Size.
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ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
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ImVec2 SizeContentsCurrent; // Size of contents, currently extending
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float ScrollY;
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float NextScrollY;
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bool ScrollbarY;
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@ -1464,7 +1465,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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Flags = 0;
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PosFloat = Pos = ImVec2(0.0f, 0.0f);
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Size = SizeFull = ImVec2(0.0f, 0.0f);
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SizeContentsFit = ImVec2(0.0f, 0.0f);
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SizeContents = SizeContentsCurrent = ImVec2(0.0f, 0.0f);
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ScrollY = 0.0f;
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NextScrollY = 0.0f;
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ScrollbarY = false;
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@ -2802,6 +2803,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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window->LastFrameDrawn = current_frame;
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window->ClipRectStack.resize(0);
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// Reset contents size for auto-fitting
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window->SizeContents = window->SizeContentsCurrent;
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window->SizeContentsCurrent = ImVec2(0.0f, 0.0f);
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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parent_window->DC.ChildWindows.push_back(window);
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@ -2896,7 +2901,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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window->ScrollY = window->NextScrollY;
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window->ScrollY = ImMax(window->ScrollY, 0.0f);
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if (!window->Collapsed && !window->SkipItems)
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window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
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window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContents.y - window->SizeFull.y));
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window->NextScrollY = window->ScrollY;
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// At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
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@ -2936,12 +2941,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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{
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// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
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const ImVec2 size_auto_fit = window->SizeContentsFit + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
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const ImVec2 size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
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window->SizeFull = size_auto_fit;
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}
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else
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{
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const ImVec2 size_auto_fit = ImClamp(window->SizeContentsFit + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
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const ImVec2 size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
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if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
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{
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// Don't continuously mark settings as dirty, the size of the window doesn't need to be stored.
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@ -2989,7 +2994,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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}
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// Scrollbar
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window->ScrollbarY = (window->SizeContentsFit.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContents.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
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// Window background
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if (bg_alpha > 0.0f)
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@ -3025,7 +3030,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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scrollbar_bb.Expand(ImVec2(-3,-3));
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const float scrollbar_height = scrollbar_bb.GetHeight();
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const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y));
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const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y));
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const float grab_size_y_pixels = ImMax(style.GrabMinSize, scrollbar_height * grab_size_y_norm);
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// Handle input right away (none of the code above is relying on scrolling position)
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@ -3039,13 +3044,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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{
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g.HoveredId = scrollbar_id;
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const float pos_y_norm = ImSaturate((g.IO.MousePos.y - (scrollbar_bb.Min.y + grab_size_y_pixels*0.5f)) / (scrollbar_height - grab_size_y_pixels));
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window->ScrollY = (float)(int)(pos_y_norm * (window->SizeContentsFit.y - window->Size.y));
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window->ScrollY = (float)(int)(pos_y_norm * (window->SizeContents.y - window->Size.y));
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window->NextScrollY = window->ScrollY;
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}
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}
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// Normalized height of the grab
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const float pos_y_norm = ImSaturate(window->ScrollY / ImMax(0.0f, window->SizeContentsFit.y - window->Size.y));
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const float pos_y_norm = ImSaturate(window->ScrollY / ImMax(0.0f, window->SizeContents.y - window->Size.y));
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const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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window->DrawList->AddRectFilled(
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ImVec2(scrollbar_bb.Min.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y - grab_size_y_pixels, pos_y_norm)),
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@ -3095,8 +3100,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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window->DC.TreeDepth = 0;
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window->DC.StateStorage = &window->StateStorage;
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// Reset contents size for auto-fitting
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window->SizeContentsFit = ImVec2(0.0f, 0.0f);
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if (window->AutoFitFrames > 0)
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window->AutoFitFrames--;
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@ -3677,21 +3680,21 @@ void ImGui::SetCursorPos(const ImVec2& pos)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos = window->Pos + pos;
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window->SizeContentsFit = ImMax(window->SizeContentsFit, pos + ImVec2(0.0f, window->ScrollY));
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window->SizeContentsCurrent = ImMax(window->SizeContentsCurrent, pos + ImVec2(0.0f, window->ScrollY));
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}
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void ImGui::SetCursorPosX(float x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.x = window->Pos.x + x;
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window->SizeContentsFit.x = ImMax(window->SizeContentsFit.x, x);
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window->SizeContentsCurrent.x = ImMax(window->SizeContentsCurrent.x, x);
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}
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void ImGui::SetCursorPosY(float y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->DC.CursorPos.y = window->Pos.y + y;
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window->SizeContentsFit.y = ImMax(window->SizeContentsFit.y, y + window->ScrollY);
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window->SizeContentsCurrent.y = ImMax(window->SizeContentsCurrent.y, y + window->ScrollY);
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}
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ImVec2 ImGui::GetCursorScreenPos()
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@ -3706,6 +3709,18 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
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window->DC.CursorPos = screen_pos;
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}
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float ImGui::GetScrollPosY()
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{
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ImGuiWindow* window = GetCurrentWindow();
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return window->ScrollY;
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}
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float ImGui::GetScrollMaxY()
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{
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ImGuiWindow* window = GetCurrentWindow();
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return window->SizeContents.y - window->SizeFull.y;
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}
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void ImGui::SetScrollPosHere()
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -6413,7 +6428,7 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_vertical_offset)
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window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
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window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
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window->SizeContentsFit = ImMax(window->SizeContentsFit, ImVec2(window->DC.CursorPosPrevLine.x - window->Pos.x, window->DC.CursorPos.y + window->ScrollY - window->Pos.y));
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window->SizeContentsCurrent = ImMax(window->SizeContentsCurrent, ImVec2(window->DC.CursorPosPrevLine.x - window->Pos.x, window->DC.CursorPos.y + window->ScrollY - window->Pos.y));
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window->DC.PrevLineHeight = line_height;
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window->DC.CurrentLineHeight = 0.0f;
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2
imgui.h
2
imgui.h
@ -190,6 +190,8 @@ namespace ImGui
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
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IMGUI_API float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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