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Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis + demo (#246)
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parent
7a31030978
commit
71026d3655
50
imgui.cpp
50
imgui.cpp
@ -1475,8 +1475,8 @@ ImGuiWindow::ImGuiWindow(const char* name)
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SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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Scroll = ImVec2(0.0f, 0.0f);
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Scroll = ImVec2(0.0f, 0.0f);
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ScrollTargetRelY = FLT_MAX;
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ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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ScrollTargetCenterRatioY = 0.5f;
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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ScrollbarX = ScrollbarY = false;
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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Active = WasActive = false;
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Active = WasActive = false;
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@ -3730,11 +3730,16 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
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// Apply scrolling
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// Apply scrolling
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if (window->ScrollTargetRelY < FLT_MAX)
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if (window->ScrollTarget.x < FLT_MAX)
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{
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{
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float center_ratio_y = window->ScrollTargetCenterRatioY;
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window->Scroll.x = window->ScrollTarget.x;
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window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
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window->ScrollTarget.x = FLT_MAX;
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window->ScrollTargetRelY = FLT_MAX;
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}
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if (window->ScrollTarget.y < FLT_MAX)
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{
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float center_ratio = window->ScrollTargetCenterRatio.y;
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window->Scroll.y = window->ScrollTarget.y - ((1.0f - center_ratio) * window->TitleBarHeight()) - (center_ratio * window->SizeFull.y);
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window->ScrollTarget.y = FLT_MAX;
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}
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}
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window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
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window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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if (!window->Collapsed && !window->SkipItems)
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@ -4738,23 +4743,40 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
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window->DC.CursorPos = screen_pos;
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window->DC.CursorPos = screen_pos;
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}
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}
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float ImGui::GetScrollX()
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{
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return GImGui->CurrentWindow->Scroll.x;
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}
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float ImGui::GetScrollY()
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float ImGui::GetScrollY()
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{
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return GImGui->CurrentWindow->Scroll.y;
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}
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float ImGui::GetScrollMaxX()
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{
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->Scroll.y;
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return window->SizeContents.x - window->SizeFull.x - window->ScrollbarSizes.x;
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}
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}
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float ImGui::GetScrollMaxY()
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float ImGui::GetScrollMaxY()
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{
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->SizeContents.y - window->SizeFull.y;
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return window->SizeContents.y - window->SizeFull.y - window->ScrollbarSizes.y;
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}
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void ImGui::SetScrollX(float scroll_x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.x = scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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}
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void ImGui::SetScrollY(float scroll_y)
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void ImGui::SetScrollY(float scroll_y)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTargetRelY = scroll_y + window->TitleBarHeight(); // title bar height cancelled out when using ScrollTargetRelY
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window->ScrollTarget.y = scroll_y + window->TitleBarHeight(); // title bar height canceled out when using ScrollTargetRelY
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window->ScrollTargetCenterRatioY = 0.0f;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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}
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void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
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void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
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@ -4762,10 +4784,10 @@ void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTargetRelY = (float)(int)(pos_y + window->Scroll.y);
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window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
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if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
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if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
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window->ScrollTargetRelY = 0.0f;
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window->ScrollTarget.y = 0.0f;
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window->ScrollTargetCenterRatioY = center_y_ratio;
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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}
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}
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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5
imgui.h
5
imgui.h
@ -152,8 +152,11 @@ namespace ImGui
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
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IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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@ -912,7 +912,7 @@ void ImGui::ShowTestWindow(bool* opened)
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static bool track = true;
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static bool track = true;
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static int track_line = 50, scroll_to_px = 200;
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static int track_line = 50, scroll_to_px = 200;
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ImGui::Checkbox("Track", &track);
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ImGui::Checkbox("Track", &track);
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ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 9999, "Line %.0f");
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ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
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bool scroll_to = ImGui::Button("Scroll To");
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bool scroll_to = ImGui::Button("Scroll To");
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ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
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ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
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if (scroll_to) track = false;
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if (scroll_to) track = false;
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@ -968,6 +968,16 @@ void ImGui::ShowTestWindow(bool* opened)
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}
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}
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}
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}
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ImGui::EndChild();
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ImGui::EndChild();
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float scroll_x_delta = 0.0f;
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ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
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ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
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ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
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if (scroll_x_delta != 0.0f)
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{
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ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
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ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
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ImGui::End();
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}
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ImGui::TreePop();
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ImGui::TreePop();
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}
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}
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@ -565,8 +565,8 @@ struct ImGuiWindow
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ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
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ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
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ImGuiID MoveID; // == window->GetID("#MOVE")
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ImGuiID MoveID; // == window->GetID("#MOVE")
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ImVec2 Scroll;
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ImVec2 Scroll;
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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)
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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bool ScrollbarX, ScrollbarY;
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bool ScrollbarX, ScrollbarY;
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ImVec2 ScrollbarSizes; //
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ImVec2 ScrollbarSizes; //
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bool Active; // Set to true on Begin()
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bool Active; // Set to true on Begin()
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