diff --git a/imgui.cpp b/imgui.cpp index 77e1d626..f150ebc2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4416,7 +4416,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, // Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it. ImVec2 safe_padding = style.DisplaySafeAreaPadding; ImRect r_outer(GetVisibleRect()); - r_outer.Reduce(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? safe_padding.y : 0.0f)); + r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f)); ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size); for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction). @@ -5234,7 +5234,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal) else window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? 2 : 0) | (other_scrollbar ? 0 : 4); window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners); - bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main axis of the scrollbar float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); @@ -8104,7 +8104,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over // Render fraction = ImSaturate(fraction); RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - bb.Reduce(ImVec2(window->BorderSize, window->BorderSize)); + bb.Expand(ImVec2(-window->BorderSize, -window->BorderSize)); const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding); diff --git a/imgui_internal.h b/imgui_internal.h index a4bd7bb0..210f6b05 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -242,7 +242,7 @@ struct IMGUI_API ImRect void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } - void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; } + void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; } void Clip(ImRect& r) const { r.Min.x = ImClamp(r.Min.x, Min.x, Max.x); r.Min.y = ImClamp(r.Min.y, Min.y, Max.y); r.Max.x = ImClamp(r.Max.x, Min.x, Max.x); r.Max.y = ImClamp(r.Max.y, Min.y, Max.y); } void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const