mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp
This commit is contained in:
346
imgui.cpp
346
imgui.cpp
@ -1,4 +1,4 @@
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// dear imgui, v1.72
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// dear imgui, v1.72b
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// (main code and documentation)
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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@ -72,6 +72,7 @@ CODE
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// [SECTION] ImGuiListClipper
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// [SECTION] RENDER HELPERS
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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@ -3234,13 +3235,15 @@ void ImGui::MemFree(void* ptr)
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const char* ImGui::GetClipboardText()
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{
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return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
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ImGuiContext& g = *GImGui;
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return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
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}
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void ImGui::SetClipboardText(const char* text)
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{
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if (GImGui->IO.SetClipboardTextFn)
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GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
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ImGuiContext& g = *GImGui;
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if (g.IO.SetClipboardTextFn)
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g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
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}
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const char* ImGui::GetVersion()
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@ -4677,15 +4680,18 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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{
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IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
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return GImGui->IO.KeyMap[imgui_key];
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ImGuiContext& g = *GImGui;
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return g.IO.KeyMap[imgui_key];
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}
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// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
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bool ImGui::IsKeyDown(int user_key_index)
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{
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if (user_key_index < 0) return false;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
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return GImGui->IO.KeysDown[user_key_index];
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if (user_key_index < 0)
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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return g.IO.KeysDown[user_key_index];
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}
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int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
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@ -5315,40 +5321,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
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return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
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}
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
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{
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ImGuiContext& g = *GImGui;
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ImVec2 scroll = window->Scroll;
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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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float target_x = window->ScrollTarget.x;
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if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
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target_x = 0.0f;
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else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x)
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target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
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scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
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||||
}
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||||
if (window->ScrollTarget.y < FLT_MAX)
|
||||
{
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||||
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
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float cr_y = window->ScrollTargetCenterRatio.y;
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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->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
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target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
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scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
|
||||
}
|
||||
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
|
||||
{
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||||
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
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||||
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
|
||||
}
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||||
return scroll;
|
||||
}
|
||||
|
||||
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
|
||||
{
|
||||
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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||||
@ -6285,7 +6257,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Inner rectangle
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||||
// Not affected by window border size. Used by:
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||||
// - InnerClipRect
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||||
// - NavScrollToBringItemIntoView()
|
||||
// - ScrollToBringRectIntoView()
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||||
// - NavUpdatePageUpPageDown()
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||||
// - Scrollbar()
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||||
window->InnerRect.Min.x = window->Pos.x;
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||||
@ -6781,7 +6753,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
|
||||
{
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||||
ImGuiContext& g = *GImGui;
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||||
ImGuiWindow* window = g.CurrentWindow;
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||||
const ImGuiStyle& style = GImGui->Style;
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||||
const ImGuiStyle& style = g.Style;
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||||
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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||||
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
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||||
window->DC.ItemWidthStack.push_back(w_item_last);
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||||
@ -7626,93 +7598,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos)
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||||
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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||||
}
|
||||
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||||
float ImGui::GetScrollX()
|
||||
{
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||||
ImGuiWindow* window = GImGui->CurrentWindow;
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||||
return window->Scroll.x;
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||||
}
|
||||
|
||||
float ImGui::GetScrollY()
|
||||
{
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||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->Scroll.y;
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||||
}
|
||||
|
||||
float ImGui::GetScrollMaxX()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
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||||
return window->ScrollMax.x;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollMaxY()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->ScrollMax.y;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollX(float scroll_x)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
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||||
window->ScrollTarget.x = scroll_x;
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||||
window->ScrollTargetCenterRatio.x = 0.0f;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollY(float scroll_y)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->ScrollTarget.y = scroll_y;
|
||||
window->ScrollTargetCenterRatio.y = 0.0f;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
|
||||
{
|
||||
window->ScrollTarget.x = new_scroll_x;
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||||
window->ScrollTargetCenterRatio.x = 0.0f;
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||||
}
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||||
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||||
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
|
||||
{
|
||||
window->ScrollTarget.y = new_scroll_y;
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||||
window->ScrollTargetCenterRatio.y = 0.0f;
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||||
}
|
||||
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||||
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
|
||||
{
|
||||
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
|
||||
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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||||
}
|
||||
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||||
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
|
||||
{
|
||||
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
|
||||
ImGuiWindow* window = GetCurrentWindow();
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||||
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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||||
}
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||||
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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void ImGui::SetScrollHereX(float center_x_ratio)
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||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
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||||
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
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||||
float last_item_width = window->DC.LastItemRect.GetWidth();
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target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
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SetScrollFromPosX(target_x, center_x_ratio);
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||||
}
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||||
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||||
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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||||
void ImGui::SetScrollHereY(float center_y_ratio)
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||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
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||||
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
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||||
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
|
||||
SetScrollFromPosY(target_y, center_y_ratio);
|
||||
}
|
||||
|
||||
void ImGui::ActivateItem(ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7949,6 +7834,167 @@ void ImGui::Unindent(float indent_w)
|
||||
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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||||
}
|
||||
|
||||
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||||
//-----------------------------------------------------------------------------
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||||
// [SECTION] SCROLLING
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||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImVec2 scroll = window->Scroll;
|
||||
if (window->ScrollTarget.x < FLT_MAX)
|
||||
{
|
||||
float cr_x = window->ScrollTargetCenterRatio.x;
|
||||
float target_x = window->ScrollTarget.x;
|
||||
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
|
||||
target_x = 0.0f;
|
||||
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
|
||||
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
|
||||
scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
|
||||
}
|
||||
if (window->ScrollTarget.y < FLT_MAX)
|
||||
{
|
||||
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
|
||||
float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
|
||||
float cr_y = window->ScrollTargetCenterRatio.y;
|
||||
float target_y = window->ScrollTarget.y;
|
||||
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
|
||||
target_y = 0.0f;
|
||||
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
|
||||
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
|
||||
scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
|
||||
}
|
||||
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
|
||||
if (!window->Collapsed && !window->SkipItems)
|
||||
{
|
||||
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
|
||||
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
|
||||
}
|
||||
return scroll;
|
||||
}
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
|
||||
}
|
||||
|
||||
float ImGui::GetScrollX()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->Scroll.x;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollY()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->Scroll.y;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollMaxX()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->ScrollMax.x;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollMaxY()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->ScrollMax.y;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollX(float scroll_x)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->ScrollTarget.x = scroll_x;
|
||||
window->ScrollTargetCenterRatio.x = 0.0f;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollY(float scroll_y)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->ScrollTarget.y = scroll_y;
|
||||
window->ScrollTargetCenterRatio.y = 0.0f;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
|
||||
{
|
||||
window->ScrollTarget.x = new_scroll_x;
|
||||
window->ScrollTargetCenterRatio.x = 0.0f;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
|
||||
{
|
||||
window->ScrollTarget.y = new_scroll_y;
|
||||
window->ScrollTargetCenterRatio.y = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
|
||||
{
|
||||
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
|
||||
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
|
||||
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
|
||||
window->ScrollTargetCenterRatio.x = center_x_ratio;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
|
||||
{
|
||||
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
|
||||
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
|
||||
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
|
||||
local_y -= decoration_up_height;
|
||||
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
|
||||
window->ScrollTargetCenterRatio.y = center_y_ratio;
|
||||
}
|
||||
|
||||
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
|
||||
}
|
||||
|
||||
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
|
||||
}
|
||||
|
||||
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
|
||||
void ImGui::SetScrollHereX(float center_x_ratio)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
|
||||
float last_item_width = window->DC.LastItemRect.GetWidth();
|
||||
target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
|
||||
SetScrollFromPosX(target_x, center_x_ratio);
|
||||
}
|
||||
|
||||
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
|
||||
void ImGui::SetScrollHereY(float center_y_ratio)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
|
||||
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
|
||||
SetScrollFromPosY(target_y, center_y_ratio);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] TOOLTIPS
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -8486,7 +8532,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (window->ParentWindow == g.NavWindow)
|
||||
{
|
||||
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
|
||||
if (!window->ClipRect.Contains(cand))
|
||||
if (!window->ClipRect.Overlaps(cand))
|
||||
return false;
|
||||
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
|
||||
}
|
||||
@ -8859,38 +8905,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
|
||||
return delta;
|
||||
}
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
{
|
||||
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
|
||||
window->ScrollTargetCenterRatio.x = 0.0f;
|
||||
}
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
{
|
||||
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
|
||||
window->ScrollTargetCenterRatio.x = 1.0f;
|
||||
}
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
{
|
||||
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
|
||||
window->ScrollTargetCenterRatio.y = 0.0f;
|
||||
}
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
{
|
||||
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
|
||||
window->ScrollTargetCenterRatio.y = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui::NavUpdate()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -9200,7 +9214,7 @@ static void ImGui::NavUpdateMoveResult()
|
||||
if (g.NavLayer == 0)
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
NavScrollToBringItemIntoView(result->Window, rect_abs);
|
||||
ScrollToBringRectIntoView(result->Window, rect_abs);
|
||||
|
||||
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
|
||||
@ -9209,7 +9223,7 @@ static void ImGui::NavUpdateMoveResult()
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
|
||||
ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
|
||||
}
|
||||
|
||||
ClearActiveID();
|
||||
|
Reference in New Issue
Block a user