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https://github.com/Drezil/imgui.git
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TreeNode,CollapsingHeader: sizing fixes to support laying out item on same line before/after (#414, #282)
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parent
546962351b
commit
4006fb77bc
44
imgui.cpp
44
imgui.cpp
@ -481,6 +481,7 @@
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- tree node / optimization: avoid formatting when clipped.
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- tree node / optimization: avoid formatting when clipped.
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- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
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- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
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- tree node: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
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- tree node: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
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- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
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- textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
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- textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
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- settings: write more decent code to allow saving/loading new fields
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- settings: write more decent code to allow saving/loading new fields
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- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
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- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
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@ -5561,25 +5562,23 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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const ImGuiID id = window->GetID(str_id);
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const ImGuiID id = window->GetID(str_id);
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// Framed header expand a little outside the default padding
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// Framed header expand a little outside the default padding
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const ImVec2 window_padding = window->WindowPadding;
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImVec2 pos_min = window->DC.CursorPos;
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const float text_base_offset_y = display_frame ? ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - style.FramePadding.y) : window->DC.CurrentLineTextBaseOffset; // Acquire before ItemAdd()
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const ImVec2 pos_max = window->Pos + GetContentRegionMax();
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const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), label_size.y + (display_frame ? style.FramePadding.y * 2 : 0.0f)); // We vertically grow up to current line height up the typical widget height.
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ImRect frame_bb = ImRect(pos_min, ImVec2(pos_max.x, pos_min.y + label_size.y));
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ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
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if (display_frame)
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if (display_frame)
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{
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{
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frame_bb.Min.x -= (float)(int)(window_padding.x*0.5f) - 1;
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frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
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frame_bb.Max.x += (float)(int)(window_padding.x*0.5f) - 1;
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frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
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frame_bb.Max.y += style.FramePadding.y * 2;
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}
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}
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const float collapser_width = g.FontSize + style.FramePadding.x*2;
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const float collapser_width = g.FontSize + style.FramePadding.x*2;
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const ImRect text_bb(frame_bb.Min, frame_bb.Min + ImVec2(collapser_width + style.FramePadding.x*2*0 + (label_size.x > 0.0f ? label_size.x : 0.0f), label_size.y));
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const float text_width = collapser_width + (label_size.x > 0.0f ? label_size.x + style.FramePadding.x*2: 0.0f); // Include collapser
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ItemSize(ImVec2(text_bb.GetSize().x, frame_bb.GetSize().y), display_frame ? style.FramePadding.y : 0.0f);
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const ImVec2 layout_size = ImVec2(text_width, frame_height);
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ItemSize(layout_size, text_base_offset_y);
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const ImRect interact_bb = display_frame ? frame_bb : ImRect(text_bb.Min, text_bb.Max + ImVec2(style.FramePadding.x*2,0.0f)); // FIXME
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const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); // Arbitrary allowing to click past 2 worth of ItemSpacing
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bool opened = TreeNodeBehaviorIsOpened(id, (default_open ? ImGuiTreeNodeFlags_DefaultOpen : 0) | (display_frame ? ImGuiTreeNodeFlags_NoAutoExpandOnLog : 0));
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bool opened = TreeNodeBehaviorIsOpened(id, (default_open ? ImGuiTreeNodeFlags_DefaultOpen : 0) | (display_frame ? ImGuiTreeNodeFlags_NoAutoExpandOnLog : 0));
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if (!ItemAdd(interact_bb, &id))
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if (!ItemAdd(interact_bb, &id))
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return opened;
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return opened;
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@ -5597,18 +5596,20 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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{
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{
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// Framed type
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// Framed type
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
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RenderCollapseTriangle(frame_bb.Min + style.FramePadding, opened, 1.0f, true);
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RenderCollapseTriangle(frame_bb.Min + style.FramePadding + ImVec2(0.0f, text_base_offset_y), opened, 1.0f, true);
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const ImVec2 text_pos = frame_bb.Min + style.FramePadding + ImVec2(collapser_width, text_base_offset_y);
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if (g.LogEnabled)
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if (g.LogEnabled)
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{
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{
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// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
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// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
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const char log_prefix[] = "\n##";
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const char log_prefix[] = "\n##";
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LogRenderedText(frame_bb.Min + style.FramePadding, log_prefix, log_prefix+3);
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}
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RenderTextClipped(frame_bb.Min + style.FramePadding + ImVec2(collapser_width,0), frame_bb.Max, label, NULL, &label_size);
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if (g.LogEnabled)
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{
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const char log_suffix[] = "##";
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const char log_suffix[] = "##";
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LogRenderedText(frame_bb.Min + style.FramePadding, log_suffix, log_suffix+2);
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LogRenderedText(text_pos, log_prefix, log_prefix+3);
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RenderTextClipped(text_pos, frame_bb.Max, label, NULL, &label_size);
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LogRenderedText(text_pos, log_suffix, log_suffix+2);
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}
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else
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{
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RenderTextClipped(text_pos, frame_bb.Max, label, NULL, &label_size);
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}
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}
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}
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}
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else
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else
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@ -5616,10 +5617,11 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
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// Unframed typed for tree nodes
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// Unframed typed for tree nodes
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if (hovered)
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if (hovered)
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
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RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
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RenderCollapseTriangle(frame_bb.Min + ImVec2(style.FramePadding.x, g.FontSize*0.15f), opened, 0.70f, false);
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RenderCollapseTriangle(frame_bb.Min + ImVec2(style.FramePadding.x, g.FontSize*0.15f + text_base_offset_y), opened, 0.70f, false);
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if (g.LogEnabled)
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if (g.LogEnabled)
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LogRenderedText(frame_bb.Min, ">");
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LogRenderedText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), ">");
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RenderText(frame_bb.Min + ImVec2(collapser_width,0), label);
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RenderText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), label);
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}
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}
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return opened;
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return opened;
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@ -2191,16 +2191,15 @@ static void ShowExampleAppPropertyEditor(bool* opened)
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ImGui::Columns(2);
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ImGui::Columns(2);
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ImGui::Separator();
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ImGui::Separator();
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ImGui::Text("Item1"); ImGui::NextColumn();
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ImGui::Text("value1"); ImGui::NextColumn();
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struct funcs
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struct funcs
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{
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{
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static void ShowDummyObject(const char* prefix, ImU32 uid)
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static void ShowDummyObject(const char* prefix, ImU32 uid)
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{
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{
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ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
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ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
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ImGui::AlignFirstTextHeightToWidgets(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
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bool opened = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
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bool opened = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
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ImGui::NextColumn();
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ImGui::NextColumn();
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ImGui::AlignFirstTextHeightToWidgets();
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ImGui::Text("my sailor is rich");
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ImGui::Text("my sailor is rich");
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ImGui::NextColumn();
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ImGui::NextColumn();
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if (opened)
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if (opened)
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