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@ -45,6 +45,7 @@ Other Changes:
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when the menu is not open. (#3030)
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- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
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glyph. (#2149, #515)
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- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601)
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- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial
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cursor position. This would often get fixed after the fix item submission, but using the
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ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
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@ -223,6 +223,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
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- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
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- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
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- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
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- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
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- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
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@ -5583,31 +5583,33 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x + window->Pos.x : GetContentRegionMaxAbs().x;
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float w_draw = ImMax(label_size.x, max_x - window_padding.x - pos.x);
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ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size.y);
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ImRect bb(pos, pos + size_draw);
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ImRect bb_align(pos, pos + size_draw);
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
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bb.Max.x += window_padding.x;
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bb_align.Max.x += window_padding.x;
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// Selectables are meant to be tightly packed together with no click-gap, so we extend the box to cover spacing between selectable.
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ImRect bb_enlarged = bb_align;
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const float spacing_x = style.ItemSpacing.x;
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const float spacing_y = style.ItemSpacing.y;
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const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
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const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
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bb.Min.x -= spacing_L;
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bb.Min.y -= spacing_U;
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bb.Max.x += (spacing_x - spacing_L);
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bb.Max.y += (spacing_y - spacing_U);
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bb_enlarged.Min.x -= spacing_L;
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bb_enlarged.Min.y -= spacing_U;
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bb_enlarged.Max.x += (spacing_x - spacing_L);
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bb_enlarged.Max.y += (spacing_y - spacing_U);
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bool item_add;
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if (flags & ImGuiSelectableFlags_Disabled)
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{
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ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
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item_add = ItemAdd(bb, id);
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item_add = ItemAdd(bb_enlarged, id);
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window->DC.ItemFlags = backup_item_flags;
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}
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else
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{
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item_add = ItemAdd(bb, id);
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item_add = ItemAdd(bb_enlarged, id);
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}
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if (!item_add)
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{
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@ -5630,7 +5632,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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const bool was_selected = selected;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
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bool pressed = ButtonBehavior(bb_enlarged, id, &hovered, &held, button_flags);
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// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
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if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
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@ -5657,21 +5659,22 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (hovered || selected)
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{
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
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RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
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RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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RenderFrame(bb_enlarged.Min, bb_enlarged.Max, col, false, 0.0f);
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RenderNavHighlight(bb_enlarged, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
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}
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if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
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PopColumnsBackground();
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if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
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RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
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RenderTextClipped(bb_align.Min, bb_align.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb_enlarged);
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if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
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// Automatically close popups
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if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
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CloseCurrentPopup();
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//if (g.IO.KeyCtrl) { window->DrawList->AddRect(bb_align.Min, bb_align.Max, IM_COL32(0, 255, 0, 255)); }
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IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
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return pressed;
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}
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