diff --git a/imgui.cpp b/imgui.cpp index adfe9863..0dd8848b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -437,6 +437,7 @@ static bool IsClipped(const ImGuiAabb& bb); static bool IsMouseHoveringBox(const ImGuiAabb& bb); static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true); +static void Scrollbar(ImGuiWindow* window); static bool CloseWindowButton(bool* p_opened = NULL); static void FocusWindow(ImGuiWindow* window); static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs); @@ -3026,71 +3027,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg // Scrollbar if (window->ScrollbarY) - { - // Render background - ImGuiAabb scrollbar_bb(window->Aabb().Max.x - style.ScrollbarWidth, title_bar_aabb.Max.y+1, window->Aabb().Max.x, window->Aabb().Max.y-1); - window->DrawList->AddRectFilled(scrollbar_bb.Min, scrollbar_bb.Max, window->Color(ImGuiCol_ScrollbarBg)); - scrollbar_bb.Expand(ImVec2(-3,-3)); - - // The entire piece of code below is rather confusing because: - // - 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. - // - 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 - const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y); - const float scrollbar_height = scrollbar_bb.GetHeight(); - const float grab_size_y_pixels = ImMax(style.GrabMinSize, scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y))); - const float grab_size_y_norm = grab_size_y_pixels / scrollbar_height; - - // Handle input right away (none of the code of Begin() above is relying on scrolling position) - bool held = false; - bool hovered = false; - const ImGuiID scrollbar_id = window->GetID("#SCROLLY"); - const bool previously_held = (g.ActiveId == scrollbar_id); - ButtonBehaviour(scrollbar_bb, scrollbar_id, &hovered, &held, true); - - float scroll_ratio = ImSaturate(window->ScrollY / scroll_max); - float grab_pos_y_norm = scroll_ratio * (scrollbar_height - grab_size_y_pixels) / scrollbar_height; - if (held) - { - const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - scrollbar_bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f) - g.HoveredId = scrollbar_id; - - bool seek_absolute = false; - if (!previously_held) - { - // On initial click calculate the distance between mouse and the center of the grab - if (clicked_y_norm >= grab_pos_y_norm && clicked_y_norm <= grab_pos_y_norm + grab_size_y_norm) - { - g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_pos_y_norm - grab_size_y_norm*0.5f; - } - else - { - seek_absolute = true; - g.ScrollbarClickDeltaToGrabCenter = 0; - } - } - - // Apply scroll - const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_size_y_norm*0.5f) / (1.0f - grab_size_y_norm)); - window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y)); - window->NextScrollY = window->ScrollY; - - // Update values for rendering - scroll_ratio = ImSaturate(window->ScrollY / scroll_max); - grab_pos_y_norm = scroll_ratio * (scrollbar_height - grab_size_y_pixels) / scrollbar_height; - - // Update distance to grab now that we have seeked and saturated - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_pos_y_norm - grab_size_y_norm*0.5f; - } - - // Render - const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); - window->DrawList->AddRectFilled( - ImVec2(scrollbar_bb.Min.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, grab_pos_y_norm)), - ImVec2(scrollbar_bb.Max.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, grab_pos_y_norm) + grab_size_y_pixels), grab_col); - } + Scrollbar(window); // Render resize grip // (after the input handling so we don't have a frame of latency) @@ -3216,6 +3153,75 @@ void ImGui::End() g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); } +// Vertical scrollbar +// 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 store values as ratio and in a form that allows the window content to change while we are holding on a scrollbar +static void Scrollbar(ImGuiWindow* window) +{ + ImGuiState& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID("#SCROLLY"); + + // Render background + ImGuiAabb bb(window->Aabb().Max.x - style.ScrollbarWidth, window->Pos.y + window->TitleBarHeight()+1, window->Aabb().Max.x, window->Aabb().Max.y-1); + window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg)); + bb.Expand(ImVec2(-3,-3)); + const float scrollbar_height = bb.GetHeight(); + + // 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. + const float grab_h_pixels = ImMax(style.GrabMinSize, scrollbar_height * ImSaturate(window->Size.y / ImMax(window->SizeContents.y, window->Size.y))); + const float grab_h_norm = grab_h_pixels / scrollbar_height; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + const bool previously_held = (g.ActiveId == id); + ButtonBehaviour(bb, id, &hovered, &held, true); + + const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y); + float scroll_ratio = ImSaturate(window->ScrollY / scroll_max); + float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; + if (held) + { + const float clicked_y_norm = ImSaturate((g.IO.MousePos.y - bb.Min.y) / scrollbar_height); // Click position in scrollbar space (0.0f->1.0f) + g.HoveredId = id; + + bool seek_absolute = false; + if (!previously_held) + { + // 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) + { + g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f; + } + else + { + seek_absolute = true; + g.ScrollbarClickDeltaToGrabCenter = 0; + } + } + + // Apply scroll + const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); + window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y)); + window->NextScrollY = window->ScrollY; + + // Update values for rendering + scroll_ratio = ImSaturate(window->ScrollY / scroll_max); + grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_y_norm - grab_y_norm - grab_h_norm*0.5f; + } + + // Render + 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); +} + // Moving window to front of display (which happens to be back of our sorted list) static void FocusWindow(ImGuiWindow* window) {