ImRect: Added Translate() helper, removed redundant and misleading Reduce()

This commit is contained in:
ocornut 2016-08-21 14:37:48 +02:00
parent 87eb749cbc
commit ac7826c8a5
2 changed files with 4 additions and 4 deletions

View File

@ -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. // 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; ImVec2 safe_padding = style.DisplaySafeAreaPadding;
ImRect r_outer(GetVisibleRect()); 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); 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). 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 else
window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? 2 : 0) | (other_scrollbar ? 0 : 4); 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); 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 // V denote the main axis of the scrollbar
float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); 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 // Render
fraction = ImSaturate(fraction); fraction = ImSaturate(fraction);
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); 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); 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); RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);

View File

@ -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 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 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 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 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; } 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 ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const