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https://github.com/Drezil/imgui.git
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BeginMainMenuBar: Followup to 1e41bad9
. Removed public window flag. DisplaySafeAreaPadding defaults to (3,3) instead of (4.4). Comments, tab to spaces, Changelog. (#1439)
This commit is contained in:
parent
1e41bad90f
commit
6a0b2627ad
@ -49,6 +49,8 @@ Other Changes:
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- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
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- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
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- Window: Fixed default proportional item width lagging by one frame on resize.
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- Window: Fixed default proportional item width lagging by one frame on resize.
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- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
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- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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27
imgui.cpp
27
imgui.cpp
@ -831,7 +831,7 @@ ImGuiStyle::ImGuiStyle()
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GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
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ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
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DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
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AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
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AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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@ -5802,6 +5802,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->WindowPadding = style.WindowPadding;
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window->WindowPadding = style.WindowPadding;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
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window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
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window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
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// Collapse window by double-clicking on title bar
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// Collapse window by double-clicking on title bar
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// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
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// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
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@ -6017,8 +6019,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Menu bar
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// Menu bar
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if (flags & ImGuiWindowFlags_MenuBar)
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if (flags & ImGuiWindowFlags_MenuBar)
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{
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{
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if (flags & ImGuiWindowFlags_MainMenuBar)
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window->DC.MenuBarOffset.y = g.Style.DisplaySafeAreaPadding.y;
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ImRect menu_bar_rect = window->MenuBarRect();
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ImRect menu_bar_rect = window->MenuBarRect();
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
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window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
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@ -6097,9 +6097,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.NavLayerActiveMaskNext = 0x00;
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window->DC.MenuBarAppending = false;
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window->DC.MenuBarAppending = false;
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window->DC.MenuBarOffset = ImVec2( ImMax(window->WindowPadding.x, style.ItemSpacing.x), 0.0f );
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if (flags & ImGuiWindowFlags_MainMenuBar)
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window->DC.MenuBarOffset += g.Style.DisplaySafeAreaPadding;
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window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
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window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
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window->DC.ChildWindows.resize(0);
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window->DC.ChildWindows.resize(0);
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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@ -11142,15 +11139,19 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
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return false;
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return false;
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}
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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bool ImGui::BeginMainMenuBar()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(ImVec2(0.0f, 0.0f));
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SetNextWindowPos(ImVec2(0.0f, 0.0f));
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SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.Style.DisplaySafeAreaPadding.y + g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
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SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
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bool haveWindow = Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar|ImGuiWindowFlags_MainMenuBar);
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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if (!haveWindow || !BeginMenuBar())
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bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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if (!is_open)
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{
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{
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End();
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End();
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PopStyleVar(2);
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PopStyleVar(2);
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@ -11184,14 +11185,14 @@ bool ImGui::BeginMenuBar()
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BeginGroup(); // Save position
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BeginGroup(); // Save position
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PushID("##menubar");
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PushID("##menubar");
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// We don't clip with regular window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
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ImRect bar_rect = window->MenuBarRect();
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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clip_rect.ClipWith(window->WindowRectClipped);
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clip_rect.ClipWith(window->WindowRectClipped);
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);// + g.Style.FramePadding.y);
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window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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window->DC.NavLayerCurrent++;
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window->DC.NavLayerCurrent++;
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window->DC.NavLayerCurrentMask <<= 1;
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window->DC.NavLayerCurrentMask <<= 1;
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@ -11231,7 +11232,7 @@ void ImGui::EndMenuBar()
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IM_ASSERT(window->DC.MenuBarAppending);
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IM_ASSERT(window->DC.MenuBarAppending);
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PopClipRect();
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PopClipRect();
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PopID();
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PopID();
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window->DC.MenuBarOffset = ImVec2( window->DC.CursorPos.x - window->MenuBarRect().Min.x, 0.0f );
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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.GroupStack.back().AdvanceCursor = false;
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window->DC.GroupStack.back().AdvanceCursor = false;
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EndGroup();
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EndGroup();
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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5
imgui.h
5
imgui.h
@ -581,8 +581,7 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
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ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
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ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
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ImGuiWindowFlags_MainMenuBar = 1 << 29 // Don't use! For internal use by BeginMainMenuBar()
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};
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};
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// Flags for ImGui::InputText()
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// Flags for ImGui::InputText()
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@ -981,7 +980,7 @@ struct ImGuiStyle
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float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
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ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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@ -2169,6 +2169,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::Text("Alignment");
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ImGui::Text("Alignment");
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ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
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ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
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ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
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ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
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ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
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ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
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ImGui::TreePop();
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ImGui::TreePop();
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}
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}
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@ -533,6 +533,7 @@ struct ImGuiNextWindowData
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ImGuiSizeCallback SizeCallback;
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ImGuiSizeCallback SizeCallback;
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void* SizeCallbackUserData;
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void* SizeCallbackUserData;
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float BgAlphaVal;
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float BgAlphaVal;
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ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it.
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ImGuiNextWindowData()
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ImGuiNextWindowData()
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{
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{
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@ -544,6 +545,7 @@ struct ImGuiNextWindowData
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SizeCallback = NULL;
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SizeCallback = NULL;
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SizeCallbackUserData = NULL;
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SizeCallbackUserData = NULL;
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BgAlphaVal = FLT_MAX;
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BgAlphaVal = FLT_MAX;
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MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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}
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}
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void Clear()
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void Clear()
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@ -832,7 +834,7 @@ struct IMGUI_API ImGuiDrawContext
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int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
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int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
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int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
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int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
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bool MenuBarAppending; // FIXME: Remove this
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bool MenuBarAppending; // FIXME: Remove this
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ImVec2 MenuBarOffset;
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ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
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ImVector<ImGuiWindow*> ChildWindows;
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage;
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ImGuiStorage* StateStorage;
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ImGuiLayoutType LayoutType;
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ImGuiLayoutType LayoutType;
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