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	Internals: Scroll related, comments & shallow tweaks.
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							| @@ -7368,16 +7368,16 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) | ||||
|     ImVec2 scroll = window->Scroll; | ||||
|     if (window->ScrollTarget.x < FLT_MAX) | ||||
|     { | ||||
|         float cr_x = window->ScrollTargetCenterRatio.x; | ||||
|         float target_x = window->ScrollTarget.x; | ||||
|         scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); | ||||
|         float center_x_ratio = window->ScrollTargetCenterRatio.x; | ||||
|         float scroll_target_x = window->ScrollTarget.x; | ||||
|         scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); | ||||
|     } | ||||
|     if (window->ScrollTarget.y < FLT_MAX) | ||||
|     { | ||||
|         float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); | ||||
|         float cr_y = window->ScrollTargetCenterRatio.y; | ||||
|         float target_y = window->ScrollTarget.y; | ||||
|         scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); | ||||
|         float center_y_ratio = window->ScrollTargetCenterRatio.y; | ||||
|         float scroll_target_y = window->ScrollTarget.y; | ||||
|         scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); | ||||
|     } | ||||
|     scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); | ||||
|     scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); | ||||
| @@ -7443,38 +7443,44 @@ float ImGui::GetScrollMaxY() | ||||
|     return window->ScrollMax.y; | ||||
| } | ||||
|  | ||||
| void ImGui::SetScrollX(float scroll_x) | ||||
| void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) | ||||
| { | ||||
|     ImGuiWindow* window = GetCurrentWindow(); | ||||
|     window->ScrollTarget.x = scroll_x; | ||||
|     window->ScrollTargetCenterRatio.x = 0.0f; | ||||
| } | ||||
|  | ||||
| void ImGui::SetScrollY(float scroll_y) | ||||
| void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) | ||||
| { | ||||
|     ImGuiWindow* window = GetCurrentWindow(); | ||||
|     window->ScrollTarget.y = scroll_y; | ||||
|     window->ScrollTargetCenterRatio.y = 0.0f; | ||||
| } | ||||
|  | ||||
| void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) | ||||
| void ImGui::SetScrollX(float scroll_x) | ||||
| { | ||||
|     window->ScrollTarget.x = new_scroll_x; | ||||
|     window->ScrollTargetCenterRatio.x = 0.0f; | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     SetScrollX(g.CurrentWindow, scroll_x); | ||||
| } | ||||
|  | ||||
| void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) | ||||
| void ImGui::SetScrollY(float scroll_y) | ||||
| { | ||||
|     window->ScrollTarget.y = new_scroll_y; | ||||
|     window->ScrollTargetCenterRatio.y = 0.0f; | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     SetScrollY(g.CurrentWindow, scroll_y); | ||||
| } | ||||
|  | ||||
| // Note that a local position will vary depending on initial scroll value | ||||
| // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size | ||||
| // Note that a local position will vary depending on initial scroll value, | ||||
| // This is a little bit confusing so bear with us: | ||||
| //  - local_pos = (absolution_pos - window->Pos) | ||||
| //  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, | ||||
| //    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. | ||||
| //  - They mostly exists because of legacy API. | ||||
| // Following the rules above, when trying to work with scrolling code, consider that: | ||||
| //  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! | ||||
| //  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense | ||||
| // We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size | ||||
| void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) | ||||
| { | ||||
|     IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); | ||||
|     window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); | ||||
|     window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset | ||||
|     window->ScrollTargetCenterRatio.x = center_x_ratio; | ||||
| } | ||||
|  | ||||
| @@ -7482,7 +7488,7 @@ void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y | ||||
| { | ||||
|     IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); | ||||
|     local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect | ||||
|     window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); | ||||
|     window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset | ||||
|     window->ScrollTargetCenterRatio.y = center_y_ratio; | ||||
| } | ||||
|  | ||||
| @@ -7517,15 +7523,15 @@ void ImGui::SetScrollHereX(float center_x_ratio) | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiWindow* window = g.CurrentWindow; | ||||
|     float spacing_x = g.Style.ItemSpacing.x; | ||||
|     float target_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); | ||||
|     float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); | ||||
|  | ||||
|     // Tweak: snap on edges when aiming at an item very close to the edge | ||||
|     const float snap_x_threshold = ImMax(0.0f, window->WindowPadding.x - spacing_x); | ||||
|     const float snap_x_min = window->DC.CursorStartPos.x - window->WindowPadding.x; | ||||
|     const float snap_x_max = window->DC.CursorStartPos.x + window->ContentSize.x + window->WindowPadding.x; | ||||
|     target_x = CalcScrollSnap(target_x, snap_x_min, snap_x_max, snap_x_threshold, center_x_ratio); | ||||
|     target_pos_x = CalcScrollSnap(target_pos_x, snap_x_min, snap_x_max, snap_x_threshold, center_x_ratio); | ||||
|  | ||||
|     SetScrollFromPosX(window, target_x - window->Pos.x, center_x_ratio); | ||||
|     SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos | ||||
| } | ||||
|  | ||||
| // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. | ||||
| @@ -7534,15 +7540,15 @@ void ImGui::SetScrollHereY(float center_y_ratio) | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     ImGuiWindow* window = g.CurrentWindow; | ||||
|     float spacing_y = g.Style.ItemSpacing.y; | ||||
|     float target_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); | ||||
|     float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); | ||||
|  | ||||
|     // Tweak: snap on edges when aiming at an item very close to the edge | ||||
|     const float snap_y_threshold = ImMax(0.0f, window->WindowPadding.y - spacing_y); | ||||
|     const float snap_y_min = window->DC.CursorStartPos.y - window->WindowPadding.y; | ||||
|     const float snap_y_max = window->DC.CursorStartPos.y + window->ContentSize.y + window->WindowPadding.y; | ||||
|     target_y = CalcScrollSnap(target_y, snap_y_min, snap_y_max, snap_y_threshold, center_y_ratio); | ||||
|     target_pos_y = CalcScrollSnap(target_pos_y, snap_y_min, snap_y_max, snap_y_threshold, center_y_ratio); | ||||
|  | ||||
|     SetScrollFromPosY(window, target_y - window->Pos.y, center_y_ratio); | ||||
|     SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos | ||||
| } | ||||
|  | ||||
| //----------------------------------------------------------------------------- | ||||
|   | ||||
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