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Internal: Scrollbar: Extracted scrollbar code for other uses (eg. table v2 scrolling without using a child window).
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@ -956,7 +956,7 @@ struct ImGuiContext
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bool DragCurrentAccumDirty;
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float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
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float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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int TooltipOverrideCount;
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ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
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@ -1092,7 +1092,7 @@ struct ImGuiContext
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DragCurrentAccumDirty = false;
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DragCurrentAccum = 0.0f;
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DragSpeedDefaultRatio = 1.0f / 100.0f;
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ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
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ScrollbarClickDeltaToGrabCenter = 0.0f;
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TooltipOverrideCount = 0;
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MultiSelectScopeId = 0;
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@ -1551,6 +1551,7 @@ namespace ImGui
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IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
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IMGUI_API void Scrollbar(ImGuiAxis axis);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
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IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
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@ -380,6 +380,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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// - ArrowButton()
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// - CloseButton() [Internal]
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// - CollapseButton() [Internal]
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// - ScrollbarEx() [Internal]
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// - Scrollbar() [Internal]
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// - Image()
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// - ImageButton()
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@ -777,6 +778,98 @@ ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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// Still, the code should probably be made simpler..
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (window->SkipItems)
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return false;
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const float bb_frame_width = bb_frame.GetWidth();
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const float bb_frame_height = bb_frame.GetHeight();
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if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
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return false;
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// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
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float alpha = 1.0f;
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if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
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if (alpha <= 0.0f)
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return false;
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const ImGuiStyle& style = g.Style;
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const bool allow_interaction = (alpha >= 1.0f);
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const bool horizontal = (axis == ImGuiAxis_X);
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ImRect bb = bb_frame;
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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bool held = false;
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bool hovered = false;
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
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float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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if (held && allow_interaction && grab_h_norm < 1.0f)
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{
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float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
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float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (g.ActiveIdIsJustActivated)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = 0.0f;
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else
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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}
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// Apply scroll
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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// Update values for rendering
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scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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}
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// Render
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window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners);
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
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ImRect grab_rect;
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if (horizontal)
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
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else
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grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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return held;
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}
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void ImGui::Scrollbar(ImGuiAxis axis)
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{
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ImGuiContext& g = *GImGui;
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@ -787,115 +880,31 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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const ImGuiID id = GetScrollbarID(window, axis);
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KeepAliveID(id);
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// Render background
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect host_rect = window->Rect();
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// Calculate our bounding box (FIXME: This is messy, should be made simpler using e.g. InnerRect/WorkRect data).
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const float other_scrollbar_size = window->ScrollbarSizes[axis];
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const ImRect win_rect = window->Rect();
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const float border_size = window->WindowBorderSize;
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ImRect bb = horizontal
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? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size)
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: ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size);
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bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar
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bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y);
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? ImRect(win_rect.Min.x + border_size, win_rect.Max.y - style.ScrollbarSize, win_rect.Max.x - other_scrollbar_size - border_size, win_rect.Max.y - border_size)
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: ImRect(win_rect.Max.x - style.ScrollbarSize, win_rect.Min.y + border_size, win_rect.Max.x - border_size, win_rect.Max.y - other_scrollbar_size - border_size);
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bb.Min.x = ImMax(win_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar
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bb.Min.y = ImMax(win_rect.Min.y, bb.Min.y);
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if (!horizontal)
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bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect?
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const float bb_width = bb.GetWidth();
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const float bb_height = bb.GetHeight();
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if (bb_width <= 0.0f || bb_height <= 0.0f)
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return;
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// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
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float alpha = 1.0f;
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if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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{
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alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
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if (alpha <= 0.0f)
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return;
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}
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const bool allow_interaction = (alpha >= 1.0f);
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int window_rounding_corners;
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// Select rounding
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ImDrawCornerFlags rounding_corners;
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if (horizontal)
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window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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rounding_corners = ImDrawCornerFlags_BotLeft;
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else
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window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
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rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
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if (other_scrollbar_size <= 0.0f)
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rounding_corners |= ImDrawCornerFlags_BotRight;
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
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float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
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float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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bool held = false;
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bool hovered = false;
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const bool previously_held = (g.ActiveId == id);
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
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float scroll_ratio = ImSaturate(scroll_v / scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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if (held && allow_interaction && grab_h_norm < 1.0f)
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{
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float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
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float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (!previously_held)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
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{
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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else
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{
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seek_absolute = true;
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*click_delta_to_grab_center_v = 0.0f;
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}
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}
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// Apply scroll
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
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scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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if (horizontal)
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window->Scroll.x = scroll_v;
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ScrollbarEx(bb, id, axis, &window->Scroll.x, window->SizeFull.x - other_scrollbar_size, window->SizeContents.x, rounding_corners);
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else
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window->Scroll.y = scroll_v;
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// Update values for rendering
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scroll_ratio = ImSaturate(scroll_v / scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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// Render grab
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
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ImRect grab_rect;
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if (horizontal)
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y);
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else
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grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y));
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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ScrollbarEx(bb, id, axis, &window->Scroll.y, window->SizeFull.y - other_scrollbar_size, window->SizeContents.y, rounding_corners);
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}
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void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
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