Added optional Horizontal Scrollbar & allow user to explicitly set content width via SetNextWindowContentSize() etc (#246)

GetCursorPos, SetCursorPos, GetContentRegionMax,
GetWindowContentRegionMin, GetWindowContentRegionMax are now including
the scrolling amount. It PROBABLY shouldn't break anything for you, but
take note that SetCursorPosX(100.0f) puts you at +100 from the starting
x position which may include scrolling, not at +100 from the window left
side.
This commit is contained in:
ocornut 2015-08-30 16:37:56 +01:00
parent 9eed672725
commit 65a191c005
3 changed files with 151 additions and 75 deletions

205
imgui.cpp
View File

@ -140,6 +140,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details. Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with position:
GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
- 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
- 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
- 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
@ -537,7 +540,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
static inline bool IsWindowContentHoverable(ImGuiWindow* window); static inline bool IsWindowContentHoverable(ImGuiWindow* window);
static void ClearSetNextWindowData(); static void ClearSetNextWindowData();
static void CheckStacksSize(ImGuiWindow* window, bool write); static void CheckStacksSize(ImGuiWindow* window, bool write);
static void Scrollbar(ImGuiWindow* window); static void Scrollbar(ImGuiWindow* window, bool horizontal);
static bool CloseWindowButton(bool* p_opened); static bool CloseWindowButton(bool* p_opened);
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list); static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
@ -1470,12 +1473,13 @@ ImGuiWindow::ImGuiWindow(const char* name)
Flags = 0; Flags = 0;
PosFloat = Pos = ImVec2(0.0f, 0.0f); PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = ImVec2(0.0f, 0.0f); SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f);
Scroll = ImVec2(0.0f, 0.0f); Scroll = ImVec2(0.0f, 0.0f);
ScrollTargetRelY = FLT_MAX; ScrollTargetRelY = FLT_MAX;
ScrollTargetCenterRatioY = 0.5f; ScrollTargetCenterRatioY = 0.5f;
ScrollbarY = false; ScrollbarX = ScrollbarY = false;
ScrollbarSizes = ImVec2(0.0f, 0.0f);
Active = WasActive = false; Active = WasActive = false;
Accessed = false; Accessed = false;
Collapsed = false; Collapsed = false;
@ -1576,7 +1580,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
const float line_height = ImMax(window->DC.CurrentLineHeight, size.y); const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y)); window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
@ -1708,9 +1712,9 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
if (wrap_pos_x == 0.0f) if (wrap_pos_x == 0.0f)
wrap_pos_x = ImGui::GetContentRegionMax().x; wrap_pos_x = ImGui::GetContentRegionMax().x + window->Pos.x;
if (wrap_pos_x > 0.0f) else if (wrap_pos_x > 0.0f)
wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f; const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
return wrap_width; return wrap_width;
@ -3083,7 +3087,7 @@ void ImGui::CloseCurrentPopup()
static void ClearSetNextWindowData() static void ClearSetNextWindowData()
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0; g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0;
} }
static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags) static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
@ -3429,6 +3433,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
const int current_frame = ImGui::GetFrameCount(); const int current_frame = ImGui::GetFrameCount();
const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
bool window_was_visible = (window->LastFrameDrawn == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on bool window_was_visible = (window->LastFrameDrawn == current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup) if (flags & ImGuiWindowFlags_Popup)
{ {
@ -3466,6 +3471,15 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
g.SetNextWindowSizeCond = 0; g.SetNextWindowSizeCond = 0;
} }
if (g.SetNextWindowContentSizeCond)
{
window->SizeContentsExplicit = g.SetNextWindowContentSizeVal;
g.SetNextWindowContentSizeCond = 0;
}
else if (first_begin_of_the_frame)
{
window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
}
if (g.SetNextWindowCollapsedCond) if (g.SetNextWindowCollapsedCond)
{ {
if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing; if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
@ -3494,7 +3508,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
bg_alpha = style.WindowFillAlphaDefault; bg_alpha = style.WindowFillAlphaDefault;
// When reusing window again multiple times a frame, just append content (don't need to setup again) // When reusing window again multiple times a frame, just append content (don't need to setup again)
const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
if (first_begin_of_the_frame) if (first_begin_of_the_frame)
{ {
window->Active = true; window->Active = true;
@ -3548,9 +3561,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// SIZE // SIZE
// Save contents size from last frame for auto-fitting // Save contents size from last frame for auto-fitting (unless explicitly specified)
window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos; window->SizeContents.x = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x);
window->SizeContents.y += window->Scroll.y; window->SizeContents.y = (window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y);
// Hide popup/tooltip window when first appearing while we measure size (because we recycle them) // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible) if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
@ -3564,7 +3577,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
} }
// Lock window padding so that altering the ShowBorders flag for childs doesn't have side-effects. // Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.
window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding; window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
// Calculate auto-fit size // Calculate auto-fit size
@ -3577,6 +3590,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
else else
{ {
size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding)); size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding));
// Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar)) if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
size_auto_fit.x += style.ScrollbarSize; size_auto_fit.x += style.ScrollbarSize;
size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f); size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
@ -3647,7 +3664,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
if (parent_window->DC.MenuBarAppending) if (parent_window->DC.MenuBarAppending)
rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
else else
rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarWidth(), FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4) rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid); window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
} }
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden) else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
@ -3716,9 +3733,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y); window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
window->ScrollTargetRelY = FLT_MAX; window->ScrollTargetRelY = FLT_MAX;
} }
window->Scroll.y = ImMax(window->Scroll.y, 0.0f); window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems) if (!window->Collapsed && !window->SkipItems)
window->Scroll.y = ImMin(window->Scroll.y, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y)); window->Scroll = ImMin(window->Scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
// Modal window darkens what is behind them // Modal window darkens what is behind them
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow()) if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
@ -3776,8 +3793,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
title_bar_rect = window->TitleBarRect(); title_bar_rect = window->TitleBarRect();
} }
// Scrollbar // Scrollbars
window->ScrollbarX = (window->SizeContents.x > window->Size.x - style.ScrollbarSize - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
// Window background // Window background
if (bg_alpha > 0.0f) if (bg_alpha > 0.0f)
@ -3789,7 +3808,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
else if ((flags & ImGuiWindowFlags_Popup) != 0) else if ((flags & ImGuiWindowFlags_Popup) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding); window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
else if ((flags & ImGuiWindowFlags_ChildWindow) != 0) else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarWidth(),0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF)); window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size - window->ScrollbarSizes, window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
else else
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding); window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
} }
@ -3814,9 +3833,11 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border)); window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border));
} }
// Scrollbar // Scrollbars
if (window->ScrollbarX)
Scrollbar(window, true);
if (window->ScrollbarY) if (window->ScrollbarY)
Scrollbar(window); Scrollbar(window, false);
// Render resize grip // Render resize grip
// (after the input handling so we don't have a frame of latency) // (after the input handling so we don't have a frame of latency)
@ -3833,7 +3854,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Setup drawing context // Setup drawing context
window->DC.ColumnsStartX = window->WindowPadding.x; window->DC.ColumnsStartX = window->WindowPadding.x;
window->DC.ColumnsOffsetX = 0.0f; window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->Scroll.y); window->DC.CursorStartPos = window->Pos - window->Scroll + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y);
window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.CursorMaxPos = window->DC.CursorStartPos;
@ -3909,8 +3930,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
ImRect clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Pos.x+window->Size.x+0.5f-window->WindowPadding.x*0.5f, window->Pos.y+window->Size.y+0.5f); ImRect clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Pos.x+window->Size.x+0.5f-window->WindowPadding.x*0.5f, window->Pos.y+window->Size.y+0.5f);
if ((flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_ShowBorders)) if ((flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_ShowBorders))
clip_rect.Min += ImVec2(1.0f,1.0f); clip_rect.Min += ImVec2(1.0f,1.0f);
if (window->ScrollbarY) clip_rect.Max.x -= window->ScrollbarY ? style.ScrollbarSize : 0.0f;
clip_rect.Max.x -= style.ScrollbarSize; clip_rect.Max.y -= window->ScrollbarX ? style.ScrollbarSize : 0.0f;
PushClipRect(clip_rect); PushClipRect(clip_rect);
// Clear 'accessed' flag last thing // Clear 'accessed' flag last thing
@ -3965,23 +3986,34 @@ void ImGui::End()
// Vertical scrollbar // Vertical scrollbar
// The entire piece of code below is rather confusing because: // The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
// - We store values as ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
static void Scrollbar(ImGuiWindow* window) // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
static void Scrollbar(ImGuiWindow* window, bool horizontal)
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID("#SCROLLY"); const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
// Render background // Render background
ImRect bb(window->Rect().Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight()+1, window->Rect().Max.x, window->Rect().Max.y-1); bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
const ImRect window_rect = window->Rect();
ImRect bb = horizontal
? ImRect(window->Pos.x + 1, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - 1 - other_scrollbar_size_w, window_rect.Max.y)
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight()+1, window_rect.Max.x, window_rect.Max.y - 1 - other_scrollbar_size_w);
window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg)); window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
bb.Expand(-3.0f); bb.Expand(-3.0f);
const float scrollbar_height = bb.GetHeight();
// V denote the main axis of the scrollbar
float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
float win_size_avail_v = (horizontal ? window->Size.x : window->Size.y) - other_scrollbar_size_w;
float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
// The grabable box size generally represent the amount visible (vs the total scrollable amount) // The grabable box size generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside. // But we maintain a minimum size in pixel to allow for the user to still aim inside.
const float grab_h_pixels = ImMin(ImMax(scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y)), style.GrabMinSize), scrollbar_height); const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_height; const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false; bool held = false;
@ -3989,46 +4021,58 @@ static void Scrollbar(ImGuiWindow* window)
const bool previously_held = (g.ActiveId == id); const bool previously_held = (g.ActiveId == id);
ImGui::ButtonBehavior(bb, id, &hovered, &held, true); ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y); float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
float scroll_ratio = ImSaturate(window->Scroll.y / scroll_max); float scroll_ratio = ImSaturate(scroll_v / scroll_max);
float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
if (held) if (held && grab_h_norm < 1.0f)
{ {
const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f) float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
g.HoveredId = id; g.HoveredId = id;
bool seek_absolute = false; bool seek_absolute = false;
if (!previously_held) if (!previously_held)
{ {
// On initial click calculate the distance between mouse and the center of the grab // On initial click calculate the distance between mouse and the center of the grab
if (clicked_y_norm >= grab_y_norm && clicked_y_norm <= grab_y_norm + grab_h_norm) if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
{ {
g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f; *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
} }
else else
{ {
seek_absolute = true; seek_absolute = true;
g.ScrollbarClickDeltaToGrabCenter = 0; *click_delta_to_grab_center_v = 0.0f;
} }
} }
// Apply scroll // Apply scroll
// It is ok to modify ScrollY here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
window->Scroll.y = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y)); scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
if (horizontal)
window->Scroll.x = scroll_v;
else
window->Scroll.y = scroll_v;
// Update values for rendering // Update values for rendering
scroll_ratio = ImSaturate(window->Scroll.y / scroll_max); scroll_ratio = ImSaturate(scroll_v / scroll_max);
grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seeked and saturated // Update distance to grab now that we have seeked and saturated
if (seek_absolute) if (seek_absolute)
g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f; *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
} }
// Render // Render
const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding); if (horizontal)
window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);
else
window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
} }
// Moving window to front of display (which happens to be back of our sorted list) // Moving window to front of display (which happens to be back of our sorted list)
@ -4519,6 +4563,20 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always; g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
} }
void ImGui::SetNextWindowContentSize(const ImVec2& size)
{
ImGuiState& g = *GImGui;
g.SetNextWindowContentSizeVal = size;
g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
}
void ImGui::SetNextWindowContentWidth(float width)
{
ImGuiState& g = *GImGui;
g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f);
g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
}
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond) void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
@ -4536,11 +4594,13 @@ void ImGui::SetNextWindowFocus()
ImVec2 ImGui::GetContentRegionMax() ImVec2 ImGui::GetContentRegionMax()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImVec2 mx = window->Size - window->WindowPadding; ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y);
ImVec2 mx = content_region_size - window->Scroll - window->WindowPadding;
if (window->DC.ColumnsCount != 1) if (window->DC.ColumnsCount != 1)
mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x; mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;
else else
mx.x -= window->ScrollbarWidth(); mx.x -= window->ScrollbarSizes.x;
mx.y -= window->ScrollbarSizes.y;
return mx; return mx;
} }
@ -4559,17 +4619,22 @@ float ImGui::GetContentRegionAvailWidth()
ImVec2 ImGui::GetWindowContentRegionMin() ImVec2 ImGui::GetWindowContentRegionMin()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding; return ImVec2(-window->Scroll.x, -window->Scroll.y + window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
} }
ImVec2 ImGui::GetWindowContentRegionMax() ImVec2 ImGui::GetWindowContentRegionMax()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
ImVec2 m = window->Size - window->WindowPadding; ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y);
m.x -= window->ScrollbarWidth(); ImVec2 m = content_region_size - window->Scroll - window->WindowPadding - window->ScrollbarSizes;
return m; return m;
} }
float ImGui::GetWindowContentRegionWidth()
{
return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x;
}
float ImGui::GetTextLineHeight() float ImGui::GetTextLineHeight()
{ {
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
@ -4619,37 +4684,39 @@ void ImGui::SetWindowFontScale(float scale)
ImVec2 ImGui::GetCursorPos() ImVec2 ImGui::GetCursorPos()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos - window->Pos; return window->DC.CursorPos - window->Pos + window->Scroll;
} }
float ImGui::GetCursorPosX() float ImGui::GetCursorPosX()
{ {
return ImGui::GetCursorPos().x; ImGuiWindow* window = GetCurrentWindow();
return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
} }
float ImGui::GetCursorPosY() float ImGui::GetCursorPosY()
{ {
return ImGui::GetCursorPos().y; ImGuiWindow* window = GetCurrentWindow();
return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
} }
void ImGui::SetCursorPos(const ImVec2& local_pos) void ImGui::SetCursorPos(const ImVec2& local_pos)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = window->Pos + local_pos; window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
} }
void ImGui::SetCursorPosX(float x) void ImGui::SetCursorPosX(float x)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.x = window->Pos.x + x; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
} }
void ImGui::SetCursorPosY(float y) void ImGui::SetCursorPosY(float y)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.y = window->Pos.y + y; window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
} }
@ -6944,7 +7011,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
} }
draw_window = GetCurrentWindow(); draw_window = GetCurrentWindow();
draw_window->DC.CursorPos += style.FramePadding; draw_window->DC.CursorPos += style.FramePadding;
size.x -= draw_window->ScrollbarWidth(); size.x -= draw_window->ScrollbarSizes.x;
} }
else else
{ {
@ -8388,7 +8455,7 @@ void ImGui::BeginGroup()
group_data.BackupLogLinePosY = window->DC.LogLinePosY; group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.AdvanceCursor = true; group_data.AdvanceCursor = true;
window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x; window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.CurrentLineHeight = 0.0f; window->DC.CurrentLineHeight = 0.0f;
window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
@ -8442,7 +8509,7 @@ void ImGui::SameLine(float local_pos_x, float spacing_w)
if (local_pos_x != 0.0f) if (local_pos_x != 0.0f)
{ {
if (spacing_w < 0.0f) spacing_w = 0.0f; if (spacing_w < 0.0f) spacing_w = 0.0f;
x = window->Pos.x + local_pos_x + spacing_w; x = window->Pos.x - window->Scroll.x + local_pos_x + spacing_w;
y = window->DC.CursorPosPrevLine.y; y = window->DC.CursorPosPrevLine.y;
} }
else else
@ -8471,7 +8538,7 @@ void ImGui::NextColumn()
window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y); window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount) if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
{ {
window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x; window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + window->Scroll.x + g.Style.ItemSpacing.x;
window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent); window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
} }
else else
@ -8481,7 +8548,7 @@ void ImGui::NextColumn()
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY; window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
window->DrawList->ChannelsSetCurrent(0); window->DrawList->ChannelsSetCurrent(0);
} }
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX); window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX - window->Scroll.x + window->DC.ColumnsOffsetX);
window->DC.CursorPos.y = window->DC.ColumnsCellMinY; window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
window->DC.CurrentLineHeight = 0.0f; window->DC.CurrentLineHeight = 0.0f;
window->DC.CurrentLineTextBaseOffset = 0.0f; window->DC.CurrentLineTextBaseOffset = 0.0f;
@ -8536,8 +8603,9 @@ float ImGui::GetColumnOffset(int column_index)
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size); IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
const float t = window->DC.ColumnsOffsetsT[column_index]; const float t = window->DC.ColumnsOffsetsT[column_index];
const float min_x = window->DC.ColumnsStartX; const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x; const float min_x = window->DC.ColumnsStartX - window->Scroll.x;
const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
const float x = min_x + t * (max_x - min_x); const float x = min_x + t * (max_x - min_x);
return (float)(int)x; return (float)(int)x;
} }
@ -8552,8 +8620,9 @@ void ImGui::SetColumnOffset(int column_index, float offset)
IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size); IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index); const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
const float min_x = window->DC.ColumnsStartX; const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
const float max_x = window->Size.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x; const float min_x = window->DC.ColumnsStartX - window->Scroll.x;
const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
const float t = (offset - min_x) / (max_x - min_x); const float t = (offset - min_x) / (max_x - min_x);
window->DC.StateStorage->SetFloat(column_id, t); window->DC.StateStorage->SetFloat(column_id, t);
window->DC.ColumnsOffsetsT[column_index] = t; window->DC.ColumnsOffsetsT[column_index] = t;
@ -8641,7 +8710,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
window->DC.ColumnsStartPos = window->DC.CursorPos; window->DC.ColumnsStartPos = window->DC.CursorPos;
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y; window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
window->DC.ColumnsOffsetX = 0.0f; window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX); window->DC.CursorPos.x = (float)(int)(window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
if (window->DC.ColumnsCount != 1) if (window->DC.ColumnsCount != 1)
{ {
@ -8672,7 +8741,7 @@ void ImGui::Indent()
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.ColumnsStartX += g.Style.IndentSpacing; window->DC.ColumnsStartX += g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
} }
void ImGui::Unindent() void ImGui::Unindent()
@ -8680,7 +8749,7 @@ void ImGui::Unindent()
ImGuiState& g = *GImGui; ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
window->DC.ColumnsStartX -= g.Style.IndentSpacing; window->DC.ColumnsStartX -= g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
} }
void ImGui::TreePush(const char* str_id) void ImGui::TreePush(const char* str_id)

10
imgui.h
View File

@ -120,11 +120,12 @@ namespace ImGui
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // " IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild(); IMGUI_API void EndChild();
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax();
IMGUI_API float GetContentRegionAvailWidth(); // IMGUI_API float GetContentRegionAvailWidth(); //
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
IMGUI_API ImFont* GetWindowFont(); IMGUI_API ImFont* GetWindowFont();
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
@ -138,6 +139,8 @@ namespace ImGui
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin() IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
@ -449,6 +452,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Enable horizontal scrollbar (off by default). You need to use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
// [Internal] // [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()

View File

@ -359,9 +359,11 @@ struct ImGuiState
// Storage for SetNexWindow** and SetNextTreeNode*** functions // Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal; ImVec2 SetNextWindowPosVal;
ImVec2 SetNextWindowSizeVal; ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal; bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond; ImGuiSetCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond; ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond; ImGuiSetCond SetNextWindowCollapsedCond;
bool SetNextWindowFocus; bool SetNextWindowFocus;
bool SetNextTreeNodeOpenedVal; bool SetNextTreeNodeOpenedVal;
@ -384,7 +386,7 @@ struct ImGuiState
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow; float DragSpeedScaleSlow;
float DragSpeedScaleFast; float DragSpeedScaleFast;
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024]; char Tooltip[1024];
char* PrivateClipboard; // If no custom clipboard handler is defined char* PrivateClipboard; // If no custom clipboard handler is defined
@ -446,7 +448,7 @@ struct ImGuiState
DragSpeedDefaultRatio = 0.01f; DragSpeedDefaultRatio = 0.01f;
DragSpeedScaleSlow = 0.01f; DragSpeedScaleSlow = 0.01f;
DragSpeedScaleFast = 10.0f; DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = 0.0f; ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip)); memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL; PrivateClipboard = NULL;
@ -558,12 +560,14 @@ struct ImGuiWindow
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE") ImGuiID MoveID; // == window->GetID("#MOVE")
ImVec2 Scroll; ImVec2 Scroll;
float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarY; bool ScrollbarX, ScrollbarY;
ImVec2 ScrollbarSizes; //
bool Active; // Set to true on Begin() bool Active; // Set to true on Begin()
bool WasActive; bool WasActive;
bool Accessed; // Set to true when any widget access the current window bool Accessed; // Set to true when any widget access the current window
@ -614,7 +618,6 @@ public:
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarSize : 0.0f; }
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
}; };