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Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing. Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
CalcNextScrollFromScrollTargetAndClamp() fixed snapping edge calculation missing ScrollbarSizes.y
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@ -39,6 +39,8 @@ Breaking Changes:
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Other Changes:
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- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
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- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
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- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
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consistent with the compile-time default. (#3922)
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- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
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37
imgui.cpp
37
imgui.cpp
@ -5172,8 +5172,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
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if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
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{
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ImGuiWindow* window_for_height = window;
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const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();
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new_size = ImMax(new_size, g.Style.WindowMinSize);
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new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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}
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return new_size;
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}
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@ -5202,9 +5203,9 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
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const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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ImVec2 size_pad = window->WindowPadding * 2.0f;
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ImVec2 size_desired = size_contents + size_pad + size_decorations;
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ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Tooltip always resize
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@ -5226,8 +5227,8 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
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// When the window cannot fit all contents (either because of constraints, either because screen is too small),
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// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
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bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
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bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
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bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
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bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
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if (will_have_scrollbar_x)
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size_auto_fit.y += style.ScrollbarSize;
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if (will_have_scrollbar_y)
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@ -7774,24 +7775,29 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
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ImVec2 scroll = window->Scroll;
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if (window->ScrollTarget.x < FLT_MAX)
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{
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float decoration_total_width = window->ScrollbarSizes.x;
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float center_x_ratio = window->ScrollTargetCenterRatio.x;
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float scroll_target_x = window->ScrollTarget.x;
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float snap_x_min = 0.0f;
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float snap_x_max = window->ScrollMax.x + window->Size.x;
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if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
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{
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float snap_x_min = 0.0f;
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float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width;
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scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
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scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x);
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}
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scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);
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}
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if (window->ScrollTarget.y < FLT_MAX)
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{
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float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;
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float center_y_ratio = window->ScrollTargetCenterRatio.y;
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float scroll_target_y = window->ScrollTarget.y;
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float snap_y_min = 0.0f;
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float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height;
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if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
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{
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float snap_y_min = 0.0f;
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float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;
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scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
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scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
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}
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scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);
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}
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scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
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scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
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@ -7904,7 +7910,8 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
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void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
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{
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect
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const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;
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local_y -= decoration_up_height;
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window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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window->ScrollTargetEdgeSnapDist.y = 0.0f;
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@ -7927,7 +7934,7 @@ void ImGui::SetScrollHereX(float center_x_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float spacing_x = g.Style.ItemSpacing.x;
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float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
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float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);
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SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
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@ -7940,7 +7947,7 @@ void ImGui::SetScrollHereY(float center_y_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float spacing_y = g.Style.ItemSpacing.y;
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float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
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float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
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SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
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2
imgui.h
2
imgui.h
@ -61,7 +61,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.83 WIP"
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#define IMGUI_VERSION_NUM 18201
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#define IMGUI_VERSION_NUM 18202
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -2838,6 +2838,8 @@ static void ShowDemoWindowLayout()
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{
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for (int item = 0; item < 100; item++)
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{
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if (item > 0)
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ImGui::SameLine();
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if (enable_track && item == track_item)
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{
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
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@ -2847,7 +2849,6 @@ static void ShowDemoWindowLayout()
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{
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ImGui::Text("Item %d", item);
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}
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ImGui::SameLine();
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}
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}
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float scroll_x = ImGui::GetScrollX();
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@ -6594,7 +6594,7 @@ void ImGui::EndMenuBar()
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IM_ASSERT(window->DC.MenuBarAppending);
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PopClipRect();
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PopID();
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window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
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window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
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g.GroupStack.back().EmitItem = false;
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EndGroup(); // Restore position on layer 0
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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