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Internal: Changed Scrollbar() signature. Using GetScrollbarID() in InputTextMultiline().
Removed multiple semi-colons (#2368)
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@ -5265,9 +5265,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Scrollbars
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if (window->ScrollbarX)
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Scrollbar(ImGuiLayoutType_Horizontal);
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Scrollbar(ImGuiAxis_X);
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if (window->ScrollbarY)
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Scrollbar(ImGuiLayoutType_Vertical);
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Scrollbar(ImGuiAxis_Y);
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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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@ -6528,13 +6528,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
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bool ImGui::IsRectVisible(const ImVec2& size)
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{
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ImGuiWindow* window = GImGui->CurrentWindow;;
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
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}
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bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
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{
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ImGuiWindow* window = GImGui->CurrentWindow;;
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
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}
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@ -1463,8 +1463,8 @@ namespace ImGui
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IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
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IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
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IMGUI_API void Scrollbar(ImGuiLayoutType direction);
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IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction);
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IMGUI_API void Scrollbar(ImGuiAxis axis);
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IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
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// Widgets low-level behaviors
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@ -710,11 +710,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
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return pressed;
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}
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ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
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ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
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return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
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}
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// Vertical/Horizontal scrollbar
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@ -722,15 +720,16 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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void ImGui::Scrollbar(ImGuiLayoutType direction)
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void ImGui::Scrollbar(ImGuiAxis axis)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
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const bool horizontal = (axis == ImGuiAxis_X);
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = GetScrollbarID(direction);
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const ImGuiID id = GetScrollbarID(window, axis);
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KeepAliveID(id);
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// Render background
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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@ -748,7 +747,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
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// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
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float alpha = 1.0f;
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if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
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{
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alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
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if (alpha <= 0.0f)
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@ -3210,7 +3209,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
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const bool user_clicked = hovered && io.MouseClicked[0];
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const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
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const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
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const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
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bool clear_active_id = false;
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@ -3622,7 +3621,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
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ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
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ImVec2 text_size(0.f, 0.f);
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const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
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const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y));
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if (g.ActiveId == id || is_currently_scrolling)
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{
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edit_state.CursorAnim += io.DeltaTime;
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