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https://github.com/Drezil/imgui.git
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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui.h
This commit is contained in:
commit
729333293c
185
imgui.cpp
185
imgui.cpp
@ -5104,6 +5104,47 @@ static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
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return ImGuiCol_WindowBg;
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}
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static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
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{
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ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
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ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
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ImVec2 size_expected = pos_max - pos_min;
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ImVec2 size_constrained = CalcSizeFullWithConstraint(window, size_expected);
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*out_pos = pos_min;
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if (corner_norm.x == 0.0f)
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out_pos->x -= (size_constrained.x - size_expected.x);
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if (corner_norm.y == 0.0f)
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out_pos->y -= (size_constrained.y - size_expected.y);
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*out_size = size_constrained;
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}
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struct ImGuiResizeGripDef
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{
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ImVec2 CornerPos;
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ImVec2 InnerDir;
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int AngleMin12, AngleMax12;
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};
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const ImGuiResizeGripDef resize_grip_def[4] =
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{
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{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
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{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
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{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
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{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
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};
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static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
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{
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ImRect rect = window->Rect();
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if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
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if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness);
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if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding);
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if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y);
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if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
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IM_ASSERT(0);
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return ImRect();
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}
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// Push a new ImGui window to add widgets to.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
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// - Begin/End can be called multiple times during the frame with the same window name to append content.
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@ -5455,58 +5496,104 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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else
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{
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ImU32 resize_col = 0;
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const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
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// Handle resize for: Resize Grips, Borders, Gamepad
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int border_held = -1;
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ImU32 resize_grip_col[4] = { 0 };
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const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
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const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
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const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
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{
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// Manual resize
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// Using the FlattenChilds button flag, we make the resize button accessible even if we are hovering over a child window
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const ImVec2 br = window->Rect().GetBR();
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const ImRect resize_rect(br - ImFloor(ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f)), br);
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const ImGuiID resize_id = window->GetID("#RESIZE");
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bool hovered, held;
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ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds | ImGuiButtonFlags_NoNavFocus);
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if (hovered || held)
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g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
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ImVec2 pos_target(FLT_MAX, FLT_MAX);
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ImVec2 size_target(FLT_MAX, FLT_MAX);
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ImVec2 nav_resize_delta(0.0f, 0.0f);
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// Manual resize grips
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PushID("#RESIZE");
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
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// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
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ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
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resize_rect.FixInverted();
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bool hovered, held;
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ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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if (hovered || held)
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g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
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{
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// Manual auto-fit when double-clicking
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size_target = CalcSizeFullWithConstraint(window, size_auto_fit);
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ClearActiveID();
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}
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else if (held)
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{
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// Resize from any of the four corners
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
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CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
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}
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resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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}
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for (int border_n = 0; border_n < resize_border_count; border_n++)
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{
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const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
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const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
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bool hovered, held;
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ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
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ButtonBehavior(border_rect, window->GetID((void*)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
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if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
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{
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g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
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if (held) border_held = border_n;
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}
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if (held)
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{
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ImVec2 border_target = window->Pos;
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ImVec2 border_posn;
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if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
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if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
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if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
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if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
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CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
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}
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}
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PopID();
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// Navigation/gamepad resize
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if (g.NavWindowingTarget == window)
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{
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nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
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ImVec2 nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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nav_resize_delta *= ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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const float GAMEPAD_RESIZE_SPEED = 600.0f;
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nav_resize_delta *= ImFloor(GAMEPAD_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
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g.NavDisableMouseHover = true;
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held = true; // For coloring
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resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
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if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
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g.NavWindowingToggleLayer = false;
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size_target = CalcSizeFullWithConstraint(window, window->SizeFull + nav_resize_delta);
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}
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}
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}
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ImVec2 size_target(FLT_MAX,FLT_MAX);
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if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
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// Apply back modified position/size to window
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if (size_target.x != FLT_MAX)
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{
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// Manual auto-fit when double-clicking
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size_target = size_auto_fit;
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ClearActiveID();
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}
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else if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
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{
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// FIXME-NAVIGATION: Should store and accumulate into a separate size buffer to handle sizing constraints properly
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g.NavWindowingToggleLayer = false;
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size_target = window->SizeFull + nav_resize_delta;
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}
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else if (held)
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{
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// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
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size_target = (g.IO.MousePos - g.ActiveIdClickOffset - window->Pos) + resize_rect.GetSize();
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}
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if (size_target.x != FLT_MAX && size_target.y != FLT_MAX)
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{
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window->SizeFull = CalcSizeFullWithConstraint(window, size_target);
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window->SizeFull = size_target;
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MarkIniSettingsDirty(window);
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}
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if (pos_target.x != FLT_MAX)
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{
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window->Pos = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y);
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MarkIniSettingsDirty(window);
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}
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resize_col = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
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window->Size = window->SizeFull;
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title_bar_rect = window->TitleBarRect();
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}
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@ -5535,20 +5622,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window->ScrollbarY)
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Scrollbar(ImGuiLayoutType_Vertical);
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// Render resize grip
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// (after the input handling so we don't have a frame of latency)
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// Render resize grips (after their input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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{
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const ImVec2 br = window->Rect().GetBR();
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window_border_size));
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window->DrawList->PathLineTo(br + ImVec2(-window_border_size, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window_border_size, br.y - window_rounding - window_border_size), window_rounding, 0, 3);
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window->DrawList->PathFillConvex(resize_col);
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for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
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window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
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window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
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window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
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}
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}
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// Borders
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if (window_border_size > 0.0f)
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window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
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if (border_held != -1)
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{
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ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
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window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
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}
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if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
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window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,-1), title_bar_rect.GetBR()+ImVec2(-1,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
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}
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8
imgui.h
8
imgui.h
@ -524,9 +524,11 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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//ImGuiWindowFlags_NavFlattened = 1 << 19, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_NoNavFocus = 1 << 18, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 19, // No gamepad/keyboard navigation within the window
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//ImGuiWindowFlags_NavFlattened = 1 << 20, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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// [Internal]
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ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
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@ -300,6 +300,7 @@ struct IMGUI_API ImRect
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void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
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void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
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bool IsFinite() const { return Min.x != FLT_MAX; }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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{
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