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Selectable: Tweaks. Added internal ImGuiSelectableFlags_NoPadWithHalfSpacing.
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@ -647,7 +647,8 @@ enum ImGuiSelectableFlagsPrivate_
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ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
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ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
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ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)
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ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f
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};
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};
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// Extend ImGuiTreeNodeFlags_
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// Extend ImGuiTreeNodeFlags_
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@ -5889,7 +5889,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const ImGuiStyle& style = g.Style;
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
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const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
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if (span_all_columns && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
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PushColumnsBackground();
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PushColumnsBackground();
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// Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
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// Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
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@ -5901,8 +5902,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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ItemSize(size, 0.0f);
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ItemSize(size, 0.0f);
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// Fill horizontal space
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// Fill horizontal space
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const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Min.x : pos.x;
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const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
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const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
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const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
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size.x = ImMax(label_size.x, max_x - min_x);
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size.x = ImMax(label_size.x, max_x - min_x);
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@ -5911,33 +5912,35 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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const ImVec2 text_max(min_x + size.x, pos.y + size.y);
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const ImVec2 text_max(min_x + size.x, pos.y + size.y);
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// Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
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// Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
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ImRect bb_enlarged(min_x, pos.y, text_max.x, text_max.y);
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ImRect bb(min_x, pos.y, text_max.x, text_max.y);
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if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
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{
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const float spacing_x = style.ItemSpacing.x;
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const float spacing_x = style.ItemSpacing.x;
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const float spacing_y = style.ItemSpacing.y;
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const float spacing_y = style.ItemSpacing.y;
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const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
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const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
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const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
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const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
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bb_enlarged.Min.x -= spacing_L;
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bb.Min.x -= spacing_L;
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bb_enlarged.Min.y -= spacing_U;
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bb.Min.y -= spacing_U;
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bb_enlarged.Max.x += (spacing_x - spacing_L);
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bb.Max.x += (spacing_x - spacing_L);
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bb_enlarged.Max.y += (spacing_y - spacing_U);
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bb.Max.y += (spacing_y - spacing_U);
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//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_align.Min, bb_align.Max, IM_COL32(255, 0, 0, 255)); }
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}
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//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_enlarged.Min, bb_enlarged.Max, IM_COL32(0, 255, 0, 255)); }
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//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
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bool item_add;
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bool item_add;
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if (flags & ImGuiSelectableFlags_Disabled)
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if (flags & ImGuiSelectableFlags_Disabled)
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{
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{
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ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
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ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
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window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
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item_add = ItemAdd(bb_enlarged, id);
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item_add = ItemAdd(bb, id);
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window->DC.ItemFlags = backup_item_flags;
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window->DC.ItemFlags = backup_item_flags;
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}
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}
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else
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else
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{
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{
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item_add = ItemAdd(bb_enlarged, id);
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item_add = ItemAdd(bb, id);
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}
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}
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if (!item_add)
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if (!item_add)
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{
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{
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
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if (span_all_columns && window->DC.CurrentColumns)
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PopColumnsBackground();
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PopColumnsBackground();
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return false;
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return false;
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}
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}
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@ -5956,7 +5959,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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const bool was_selected = selected;
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const bool was_selected = selected;
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bool hovered, held;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb_enlarged, id, &hovered, &held, button_flags);
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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@ -5983,15 +5986,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (hovered || selected)
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if (hovered || selected)
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{
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{
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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RenderFrame(bb_enlarged.Min, bb_enlarged.Max, col, false, 0.0f);
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RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
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RenderNavHighlight(bb_enlarged, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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}
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}
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
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if (span_all_columns && window->DC.CurrentColumns)
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PopColumnsBackground();
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PopColumnsBackground();
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if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
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if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
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RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb_enlarged);
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RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
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if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
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if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
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// Automatically close popups
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// Automatically close popups
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