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https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Internal: Changed Scrollbar() signature. Using GetScrollbarID() in InputTextMultiline().
Removed multiple semi-colons (#2368)
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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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