Internals: TreeNode: Renaming local to be more consistent with other widgets.

This commit is contained in:
omar 2018-02-06 13:41:46 +01:00
parent e6926d9f7c
commit c6ba7c8231

View File

@ -6741,12 +6741,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// We vertically grow up to current line height up the typical widget height.
const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
if (display_frame)
{
// Framed header expand a little outside the default padding
bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
}
const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing
@ -6755,7 +6755,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
// (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y);
const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
if (!ItemAdd(interact_bb, id))
{
@ -6796,36 +6796,36 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
const ImVec2 text_pos = bb.Min + ImVec2(text_offset_x, text_base_offset_y);
const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
if (display_frame)
{
// Framed type
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
if (g.LogEnabled)
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
const char log_prefix[] = "\n##";
const char log_suffix[] = "##";
LogRenderedText(&text_pos, log_prefix, log_prefix+3);
RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
LogRenderedText(&text_pos, log_suffix+1, log_suffix+3);
}
else
{
RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
}
}
else
{
// Unframed typed for tree nodes
if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
RenderFrame(bb.Min, bb.Max, col, false);
RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
else if (!(flags & ImGuiTreeNodeFlags_Leaf))
RenderTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false);