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TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77eeea
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@ -39,6 +39,8 @@ Other Changes:
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
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- TabBar: fixed single-tab not shrinking their width down.
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- TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
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(before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
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- TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
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Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
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- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
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@ -4286,7 +4286,6 @@ static void ShowExampleAppWindowTitles(bool*)
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// Demonstrate using the low-level ImDrawList to draw custom shapes.
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static void ShowExampleAppCustomRendering(bool* p_open)
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{
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ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin("Example: Custom rendering", p_open))
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{
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ImGui::End();
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@ -4406,7 +4405,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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static bool draw_bg = true;
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static bool draw_fg = true;
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ImGui::Checkbox("Draw in Background draw list", &draw_bg);
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ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");
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ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
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ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");
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ImVec2 window_pos = ImGui::GetWindowPos();
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ImVec2 window_size = ImGui::GetWindowSize();
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ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
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@ -1435,8 +1435,9 @@ struct ImGuiTabBar
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int CurrFrameVisible;
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int PrevFrameVisible;
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ImRect BarRect;
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float ContentsHeight;
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float LastTabContentHeight; // Record the height of contents submitted below the tab bar
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float OffsetMax; // Distance from BarRect.Min.x, locked during layout
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float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
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float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
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float ScrollingAnim;
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float ScrollingTarget;
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@ -6290,8 +6290,8 @@ ImGuiTabBar::ImGuiTabBar()
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ID = 0;
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SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
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CurrFrameVisible = PrevFrameVisible = -1;
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ContentsHeight = 0.0f;
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OffsetMax = OffsetNextTab = 0.0f;
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LastTabContentHeight = 0.0f;
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OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f;
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ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
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Flags = ImGuiTabBarFlags_None;
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ReorderRequestTabId = 0;
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@ -6373,7 +6373,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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tab_bar->FramePadding = g.Style.FramePadding;
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// Layout
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ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back
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ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()));
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window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
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// Draw separator
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@ -6406,9 +6406,9 @@ void ImGui::EndTabBar()
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// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
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const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
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if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
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tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
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tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
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else
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window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight;
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window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight;
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if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
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PopID();
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@ -6532,6 +6532,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Layout all active tabs
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float offset_x = initial_offset_x;
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float offset_x_ideal = offset_x;
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tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
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for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
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{
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@ -6540,8 +6541,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
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scroll_track_selected_tab_id = tab->ID;
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offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
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offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x;
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}
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tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
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tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f);
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// Horizontal scrolling buttons
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const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
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