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Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible area (e.g. when window is collapsed and moved in a corner)to facilitate moving the window away. (#3825)
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@ -782,22 +782,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
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}
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// Button to close a window
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bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
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bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
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// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
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// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
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// This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
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const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
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bool is_clipped = !ItemAdd(bb, id);
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ImRect bb_interact = bb;
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const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
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if (area_to_visible_ratio < 1.5f)
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bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
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// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
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// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
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bool is_clipped = !ItemAdd(bb_interact, id);
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
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if (is_clipped)
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return pressed;
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// Render
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// FIXME: Clarify this mess
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ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
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ImVec2 center = bb.GetCenter();
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if (hovered)
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