CloseButton, CollapseButton: don't include FramePadding into size. Use ItemInnerSpacing.x between title bar buttons. (#6749)

This commit is contained in:
ocornut 2023-08-25 14:02:31 +02:00
parent b41811a68c
commit 4a81424492
3 changed files with 15 additions and 14 deletions

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@ -50,6 +50,9 @@ Other changes:
through proper navigation logic: honor scrolling and selection. (#1079, #1131) through proper navigation logic: honor scrolling and selection. (#1079, #1131)
- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when - Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
v_max=INT_MAX (#6675, #6679) [@jbarthelmes] 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 - InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal
point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp] point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp]
- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum - 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; ImVec2 collapse_button_pos;
if (has_close_button) if (has_close_button)
{ {
pad_r += button_sz; close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); pad_r += button_sz + style.ItemInnerSpacing.x;
} }
if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
{ {
pad_r += button_sz; collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); pad_r += button_sz + style.ItemInnerSpacing.x;
} }
if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) 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); collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
pad_l += button_sz; pad_l += button_sz + style.ItemInnerSpacing.x;
} }
// Collapse button (submitting first so it gets priority when choosing a navigation init fallback) // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)

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@ -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) // 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? // 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; ImRect bb_interact = bb;
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
if (area_to_visible_ratio < 1.5f) if (area_to_visible_ratio < 1.5f)
@ -838,7 +838,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; 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 is_clipped = !ItemAdd(bb, id);
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); 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); ImU32 text_col = GetColorU32(ImGuiCol_Text);
if (hovered || held) if (hovered || held)
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); 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 // Switch to moving the window after mouse is moved beyond the initial drag threshold
if (IsItemActive() && IsMouseDragging(0)) if (IsItemActive() && IsMouseDragging(0))
@ -6421,8 +6421,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiLastItemData last_item_backup = g.LastItemData; ImGuiLastItemData last_item_backup = g.LastItemData;
float button_size = g.FontSize; 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_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; float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
if (CloseButton(close_button_id, ImVec2(button_x, button_y))) if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
*p_visible = false; *p_visible = false;
@ -8596,7 +8596,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
} }
const float button_sz = g.FontSize; 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 // 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() // 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) if (close_button_visible)
{ {
ImGuiLastItemData last_item_backup = g.LastItemData; ImGuiLastItemData last_item_backup = g.LastItemData;
PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
if (CloseButton(close_button_id, button_pos)) if (CloseButton(close_button_id, button_pos))
close_button_pressed = true; close_button_pressed = true;
PopStyleVar();
g.LastItemData = last_item_backup; g.LastItemData = last_item_backup;
// Close with middle mouse button // Close with middle mouse button