Internals: Moved scrollbar visibility calculation block below the call to UpdateManualResize(). This commit is _intended_ to have no side-effect (next commit will). Also moved ItemWidthDefault calculation below rectangles.

This commit is contained in:
omar 2019-06-05 15:32:37 +02:00
parent c1a61d25a7
commit 300d8dd656

View File

@ -5416,26 +5416,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Decoration size // Decoration size
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
// SCROLLBAR VISIBILITY
// Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
if (!window->Collapsed)
{
// When reading the current size we need to read it after size constraints have been applied.
// When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
//bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
}
// POSITION // POSITION
// Popup latch its initial position, will position itself when it appears next frame // Popup latch its initial position, will position itself when it appears next frame
@ -5466,7 +5446,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = FindBestWindowPosForPopup(window); window->Pos = FindBestWindowPosForPopup(window);
// Clamp position so it stays visible // Clamp position/size so it stays visible
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
ImRect viewport_rect(GetViewportRect()); ImRect viewport_rect(GetViewportRect());
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
@ -5501,11 +5481,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
window->ResizeBorderHeld = (signed char)border_held; window->ResizeBorderHeld = (signed char)border_held;
// Default item width. Make it proportional to window size if window manually resizes // SCROLLBAR VISIBILITY
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
else if (!window->Collapsed)
window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); {
// When reading the current size we need to read it after size constraints have been applied.
// When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
//bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
}
// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
// Update various regions. Variables they depends on should be set above in this function. // Update various regions. Variables they depends on should be set above in this function.
@ -5547,6 +5541,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
window->InnerClipRect.ClipWithFull(host_rect); window->InnerClipRect.ClipWithFull(host_rect);
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
else
window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
// SCROLLING // SCROLLING
// Lock down maximum scrolling // Lock down maximum scrolling