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https://github.com/Drezil/imgui.git
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Clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.The exact meaning of ContentSize for decorated windows was previously ill-defined.
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parent
09bcf9fbc5
commit
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@ -37,6 +37,10 @@ Breaking Changes:
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- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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Other Changes:
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- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
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after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
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will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
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The exact meaning of ContentSize for decorated windows was previously ill-defined.
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- Columns: Fixed Separator from creating an extraneous draw command. (#125)
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- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
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- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
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82
imgui.cpp
82
imgui.cpp
@ -4637,8 +4637,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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if (ImLengthSqr(settings->Size) > 0.00001f)
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size = ImFloor(settings->Size);
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}
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window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size);
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window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values
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window->Size = window->SizeFull = ImFloor(size);
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window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values
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if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
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{
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@ -4703,19 +4703,22 @@ static ImVec2 CalcSizeContents(ImGuiWindow* window)
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return window->SizeContents;
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ImVec2 sz;
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sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
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sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
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return sz + window->WindowPadding;
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sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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return sz;
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}
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static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
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ImVec2 size_pad = window->WindowPadding * 2.0f;
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ImVec2 size_desired = size_contents + size_pad + size_decorations;
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Tooltip always resize
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return size_contents;
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return size_desired;
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}
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else
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{
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@ -4725,14 +4728,14 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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ImVec2 size_min = style.WindowMinSize;
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if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
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size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
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ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
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ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
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// When the window cannot fit all contents (either because of constraints, either because screen is too small),
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// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
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if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
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if (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
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size_auto_fit.y += style.ScrollbarSize;
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if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar))
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if (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar))
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size_auto_fit.x += style.ScrollbarSize;
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return size_auto_fit;
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}
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@ -4746,12 +4749,12 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
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float ImGui::GetWindowScrollMaxX(ImGuiWindow* window)
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{
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return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
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return ImMax(0.0f, window->SizeContents.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
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}
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float ImGui::GetWindowScrollMaxY(ImGuiWindow* window)
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{
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return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
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return ImMax(0.0f, window->SizeContents.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
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}
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
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@ -4761,7 +4764,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
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if (window->ScrollTarget.x < FLT_MAX)
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{
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float cr_x = window->ScrollTargetCenterRatio.x;
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scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
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scroll.x = window->ScrollTarget.x - cr_x * window->InnerRect.GetWidth();
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}
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if (window->ScrollTarget.y < FLT_MAX)
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{
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@ -4770,9 +4773,9 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
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float target_y = window->ScrollTarget.y;
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if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
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target_y = 0.0f;
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if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y)
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target_y = window->SizeContents.y;
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scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
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if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
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target_y = window->SizeContents.y + window->WindowPadding.y * 2.0f;
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scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
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}
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scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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@ -5280,16 +5283,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
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}
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if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
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{
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// Adjust passed "client size" to become a "window size"
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window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
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if (window->SizeContentsExplicit.y != 0.0f)
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window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
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}
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else if (first_begin_of_the_frame)
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{
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window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
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}
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if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
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SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
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if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
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@ -5349,9 +5345,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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// FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
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SetCurrentWindow(window);
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// Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies)
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// LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
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if (flags & ImGuiWindowFlags_ChildWindow)
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window->WindowBorderSize = style.ChildBorderSize;
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else
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@ -5417,13 +5415,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
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if (!window->Collapsed)
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{
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// When reading the current size we need to read it after size constraints have been applied
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float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
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float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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// When reading the current size we need to read it after size constraints have been applied.
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// When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
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float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->InnerRect.GetWidth() + window->ScrollbarSizes.x;
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float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight() : window->InnerRect.GetHeight() + window->ScrollbarSizes.y;
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x + window->WindowPadding.x * 2.0f > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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}
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@ -5502,9 +5501,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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else
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window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
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// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
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window->SizeFullAtLastBegin = window->SizeFull;
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// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
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// Update various regions. Variables they depends on should be set above in this function.
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// We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
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@ -6325,16 +6321,12 @@ ImVec2 ImGui::GetWindowPos()
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void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
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{
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window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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window->Scroll.x = new_scroll_x;
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window->DC.CursorMaxPos.x -= window->Scroll.x;
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}
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void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
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{
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window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
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window->Scroll.y = new_scroll_y;
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window->DC.CursorMaxPos.y -= window->Scroll.y;
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}
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void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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@ -6350,8 +6342,10 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
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// Set
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const ImVec2 old_pos = window->Pos;
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window->Pos = ImFloor(pos);
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window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
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ImVec2 offset = window->Pos - old_pos;
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window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so SizeContents calculation doesn't get affected.
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window->DC.CursorStartPos += offset;
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}
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void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
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@ -6495,11 +6489,13 @@ void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& s
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g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
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}
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// Content size = inner scrollable rectangle, padded with WindowPadding.
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// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
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void ImGui::SetNextWindowContentSize(const ImVec2& size)
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
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g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value.
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g.NextWindowData.ContentSizeVal = size;
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}
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void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
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@ -6712,7 +6708,7 @@ void ImGui::SetScrollX(float scroll_x)
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void ImGui::SetScrollY(float scroll_y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
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window->ScrollTarget.y = scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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@ -7717,7 +7713,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
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ImGuiDir clip_dir = g.NavMoveDir;
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if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
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{
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bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x;
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bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
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if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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@ -7729,7 +7725,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov
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}
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if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
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{
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bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y;
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bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;
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if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
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NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
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}
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@ -9794,7 +9790,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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else if (rect_type == RT_InnerRect) { return window->InnerRect; }
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else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; }
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else if (rect_type == RT_WorkRect) { return window->WorkRect; }
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else if (rect_type == RT_Contents) { return ImRect(window->Pos, window->Pos + window->SizeContents); }
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else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->SizeContents); }
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else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
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IM_ASSERT(0);
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return ImRect();
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2
imgui.h
2
imgui.h
@ -271,7 +271,7 @@ namespace ImGui
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
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IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
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IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
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IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
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@ -1253,9 +1253,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 Pos; // Position (always rounded-up to nearest pixel)
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ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
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ImVec2 SizeFull; // Size when non collapsed
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ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
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ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. FIXME: Include decoration, window title, border, menu, etc. Ideally should remove them from this value?
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ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize(). EXCLUDE decorations. Making this not consistent with the above!
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ImVec2 SizeContents; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
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ImVec2 SizeContentsExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
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ImVec2 WindowPadding; // Window padding at the time of begin.
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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@ -898,7 +898,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
|
||||
bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y);
|
||||
rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
|
||||
}
|
||||
ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners);
|
||||
ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->InnerRect.Max[axis] - window->InnerRect.Min[axis], window->SizeContents[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners);
|
||||
}
|
||||
|
||||
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
|
||||
|
Loading…
Reference in New Issue
Block a user