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Viewports, Window: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate the items. Also simpler and more standard.
Amendd8f9f6ba2a
and377f730054
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parent
bb1e6f8af6
commit
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18
imgui.cpp
18
imgui.cpp
@ -5383,14 +5383,14 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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ImVec2 pos_target(FLT_MAX, FLT_MAX);
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ImVec2 pos_target(FLT_MAX, FLT_MAX);
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ImVec2 size_target(FLT_MAX, FLT_MAX);
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ImVec2 size_target(FLT_MAX, FLT_MAX);
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// Clip mouse interaction rectangles within the viewport (in practice the narrowing is going to happen most of the time).
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// Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
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// - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
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// - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
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// This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it.
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// This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it.
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// - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
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// - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
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// - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
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// - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
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ImRect clip_viewport_rect(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
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const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
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if (!(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
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if (clip_with_viewport_rect)
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clip_viewport_rect = window->Viewport->GetRect();
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PushClipRect(window->Viewport->Pos, window->Viewport->Pos + window->Viewport->Size, true); // Won't incur a draw command as we are not drawing here.
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// Resize grips and borders are on layer 1
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// Resize grips and borders are on layer 1
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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@ -5407,12 +5407,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
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ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
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if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
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if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
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if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
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if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
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ImVec2 resize_rect_ref_min = resize_rect.Min;
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resize_rect.ClipWith(clip_viewport_rect);
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bool hovered, held;
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bool hovered, held;
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ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
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ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
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if (held && g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset = g.IO.MousePos - resize_rect_ref_min; // Override our reference click offset as viewport clipping may be moved it.
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//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
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//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
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if (hovered || held)
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if (hovered || held)
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g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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@ -5438,11 +5434,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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{
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{
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bool hovered, held;
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bool hovered, held;
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ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
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ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
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ImVec2 border_rect_ref_min = border_rect.Min;
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border_rect.ClipWith(clip_viewport_rect);
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ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
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ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
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if (held && g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset = g.IO.MousePos - border_rect_ref_min; // Override our reference click offset as viewport clipping may be moved it.
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//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
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//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
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if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
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if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
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{
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{
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@ -5462,6 +5454,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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}
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}
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}
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}
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PopID();
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PopID();
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if (clip_with_viewport_rect)
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PopClipRect();
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// Restore nav layer
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// Restore nav layer
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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