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Added style.ScrollbarRounding #212
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@ -569,7 +569,8 @@ ImGuiStyle::ImGuiStyle()
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IndentSpacing = 22.0f; // Horizontal spacing when e.g. entering a tree node
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IndentSpacing = 22.0f; // Horizontal spacing when e.g. entering a tree node
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ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
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ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
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ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
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ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
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GrabMinSize = 10.0f; // Minimum width/height of a slider or scrollbar grab
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ScrollbarRounding = 0.0f; // Radius of grab corners rounding for scrollbar
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GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
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DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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@ -3698,7 +3699,7 @@ static void Scrollbar(ImGuiWindow* window)
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// Render
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// Render
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const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col);
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window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_y_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
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}
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}
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// Moving window to front of display (which happens to be back of our sorted list)
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// Moving window to front of display (which happens to be back of our sorted list)
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@ -9707,7 +9708,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
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ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
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ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
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ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
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ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 20.0f, "%.0f");
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ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 20.0f, "%.0f");
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ImGui::SliderFloat("ScrollBarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
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ImGui::SliderFloat("ScrollbarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
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ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
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ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
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ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
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ImGui::TreePop();
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ImGui::TreePop();
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}
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}
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3
imgui.h
3
imgui.h
@ -608,7 +608,8 @@ struct ImGuiStyle
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float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
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float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ScrollbarWidth; // Width of the vertical scrollbar
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float ScrollbarWidth; // Width of the vertical scrollbar
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float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
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float ScrollbarRounding; // Radius of grab corners for scrollbar
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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ImVec4 Colors[ImGuiCol_COUNT];
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ImVec4 Colors[ImGuiCol_COUNT];
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