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https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Added window title text horizontal alignment option (#222),, ImGuiAlign_ type for future use.
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parent
9be3319653
commit
356a37edcf
22
imgui.cpp
22
imgui.cpp
@ -498,7 +498,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char*
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static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
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static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max);
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max, ImGuiAlign align = ImGuiAlign_Default);
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static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
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static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
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static void RenderCheckMark(ImVec2 pos, ImU32 col);
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static void RenderCheckMark(ImVec2 pos, ImU32 col);
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@ -559,6 +559,7 @@ ImGuiStyle::ImGuiStyle()
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WindowPadding = ImVec2(8,8); // Padding within a window
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WindowPadding = ImVec2(8,8); // Padding within a window
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WindowMinSize = ImVec2(32,32); // Minimum window size
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WindowMinSize = ImVec2(32,32); // Minimum window size
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WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
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ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
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FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
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FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
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FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
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@ -2458,16 +2459,13 @@ static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
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const int text_len = (int)(text_end - text);
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const int text_len = (int)(text_end - text);
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if (text_len > 0)
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if (text_len > 0)
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{
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{
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// Render
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window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_end, wrap_width);
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window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_end, wrap_width);
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// Log as text
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if (g.LogEnabled)
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if (g.LogEnabled)
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LogText(pos, text, text_end);
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LogText(pos, text, text_end);
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}
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}
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}
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}
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max)
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max, ImGuiAlign align)
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{
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{
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ImGuiState& g = *GImGui;
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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@ -2477,15 +2475,16 @@ static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end
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const int text_len = (int)(text_display_end - text);
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const int text_len = (int)(text_display_end - text);
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if (text_len > 0)
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if (text_len > 0)
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{
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{
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const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
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// Perform CPU side clipping for single clipped element to avoid using scissor state
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// Perform CPU side clipping for single clipped element to avoid using scissor state
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const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
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const bool need_clipping = (pos.x + text_size.x >= clip_max.x) || (pos.y + text_size.y >= clip_max.y);
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const bool need_clipping = (pos.x + text_size.x >= clip_max.x) || (pos.y + text_size.y >= clip_max.y);
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// Align
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if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + clip_max.x - text_size.x) * 0.5f);
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else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, clip_max.x - text_size.x);
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// Render
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// Render
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window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, need_clipping ? &clip_max : NULL);
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window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, need_clipping ? &clip_max : NULL);
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// Log as text
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if (g.LogEnabled)
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if (g.LogEnabled)
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LogText(pos, text, text_display_end);
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LogText(pos, text, text_display_end);
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}
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}
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@ -3547,8 +3546,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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}
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}
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const ImVec2 text_size = CalcTextSize(name, NULL, true);
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const ImVec2 text_size = CalcTextSize(name, NULL, true);
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const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_rect.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y*2 + text_size.y);
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ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? title_bar_rect.GetHeight()-3 : style.FramePadding.x), style.FramePadding.y*2 + text_size.y);
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RenderTextClipped(text_min, name, NULL, &text_size, text_max);
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if (style.WindowTitleAlign & ImGuiAlign_Right) text_max.x -= style.FramePadding.x;
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RenderTextClipped(text_min, name, NULL, &text_size, text_max, style.WindowTitleAlign);
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}
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}
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if (flags & ImGuiWindowFlags_Popup)
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if (flags & ImGuiWindowFlags_Popup)
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{
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{
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10
imgui.h
10
imgui.h
@ -42,6 +42,7 @@ typedef ImU32 ImGuiID; // unique ID used by widgets (typically hash
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiAlign; // enum ImGuiAlign_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
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typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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@ -559,6 +560,14 @@ enum ImGuiStyleVar_
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ImGuiStyleVar_GrabMinSize // float
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ImGuiStyleVar_GrabMinSize // float
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};
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};
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enum ImGuiAlign_
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{
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ImGuiAlign_Left = 1 << 0,
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ImGuiAlign_Center = 1 << 1,
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ImGuiAlign_Right = 1 << 2,
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ImGuiAlign_Default = ImGuiAlign_Left,
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};
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// Enumeration for ColorEditMode()
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// Enumeration for ColorEditMode()
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enum ImGuiColorEditMode_
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enum ImGuiColorEditMode_
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{
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{
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@ -598,6 +607,7 @@ struct ImGuiStyle
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ImVec2 WindowPadding; // Padding within a window
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ImVec2 WindowPadding; // Padding within a window
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ImVec2 WindowMinSize; // Minimum window size
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ImVec2 WindowMinSize; // Minimum window size
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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ImGuiAlign WindowTitleAlign; // Alignment for title bar text
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float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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