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	CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. (#6749)
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		| @@ -50,6 +50,9 @@ Other changes: | ||||
|   through proper navigation logic: honor scrolling and selection. (#1079, #1131) | ||||
| - Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when | ||||
|   v_max=INT_MAX (#6675, #6679) [@jbarthelmes] | ||||
| - Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items, | ||||
|   stopped incorrectly using FramePadding in a way where hit-boxes could overlap when | ||||
|   setting large values. (#6749) | ||||
| - InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal | ||||
|   point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp] | ||||
| - ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum | ||||
|   | ||||
							
								
								
									
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							| @@ -6095,18 +6095,18 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl | ||||
|     ImVec2 collapse_button_pos; | ||||
|     if (has_close_button) | ||||
|     { | ||||
|         pad_r += button_sz; | ||||
|         close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); | ||||
|         close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); | ||||
|         pad_r += button_sz + style.ItemInnerSpacing.x; | ||||
|     } | ||||
|     if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) | ||||
|     { | ||||
|         pad_r += button_sz; | ||||
|         collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); | ||||
|         collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); | ||||
|         pad_r += button_sz + style.ItemInnerSpacing.x; | ||||
|     } | ||||
|     if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) | ||||
|     { | ||||
|         collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); | ||||
|         pad_l += button_sz; | ||||
|         collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); | ||||
|         pad_l += button_sz + style.ItemInnerSpacing.x; | ||||
|     } | ||||
|  | ||||
|     // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) | ||||
|   | ||||
| @@ -802,7 +802,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) | ||||
|  | ||||
|     // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) | ||||
|     // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? | ||||
|     const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); | ||||
|     const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); | ||||
|     ImRect bb_interact = bb; | ||||
|     const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); | ||||
|     if (area_to_visible_ratio < 1.5f) | ||||
| @@ -838,7 +838,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiWindow* window = g.CurrentWindow; | ||||
|  | ||||
|     ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); | ||||
|     ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); | ||||
|     bool is_clipped = !ItemAdd(bb, id); | ||||
|     bool hovered, held; | ||||
|     bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); | ||||
| @@ -850,7 +850,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) | ||||
|     ImU32 text_col = GetColorU32(ImGuiCol_Text); | ||||
|     if (hovered || held) | ||||
|         window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); | ||||
|     RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); | ||||
|     RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); | ||||
|  | ||||
|     // Switch to moving the window after mouse is moved beyond the initial drag threshold | ||||
|     if (IsItemActive() && IsMouseDragging(0)) | ||||
| @@ -6421,8 +6421,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl | ||||
|         ImGuiContext& g = *GImGui; | ||||
|         ImGuiLastItemData last_item_backup = g.LastItemData; | ||||
|         float button_size = g.FontSize; | ||||
|         float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); | ||||
|         float button_y = g.LastItemData.Rect.Min.y; | ||||
|         float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); | ||||
|         float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; | ||||
|         ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); | ||||
|         if (CloseButton(close_button_id, ImVec2(button_x, button_y))) | ||||
|             *p_visible = false; | ||||
| @@ -8596,7 +8596,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, | ||||
|     } | ||||
|  | ||||
|     const float button_sz = g.FontSize; | ||||
|     const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); | ||||
|     const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); | ||||
|  | ||||
|     // Close Button & Unsaved Marker | ||||
|     // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() | ||||
| @@ -8614,10 +8614,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, | ||||
|     if (close_button_visible) | ||||
|     { | ||||
|         ImGuiLastItemData last_item_backup = g.LastItemData; | ||||
|         PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); | ||||
|         if (CloseButton(close_button_id, button_pos)) | ||||
|             close_button_pressed = true; | ||||
|         PopStyleVar(); | ||||
|         g.LastItemData = last_item_backup; | ||||
|  | ||||
|         // Close with middle mouse button | ||||
|   | ||||
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