diff --git a/imgui.cpp b/imgui.cpp index 366da3f8..51458be6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1472,7 +1472,7 @@ ImGuiWindow::ImGuiWindow(const char* name) Size = SizeFull = ImVec2(0.0f, 0.0f); SizeContents = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); - ScrollY = 0.0f; + Scroll = ImVec2(0.0f, 0.0f); ScrollTargetRelY = FLT_MAX; ScrollTargetCenterRatioY = 0.5f; ScrollbarY = false; @@ -1939,7 +1939,7 @@ void ImGui::NewFrame() if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse)) { const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5; - SetWindowScrollY(window, window->ScrollY - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines); + SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines); } } } @@ -3550,7 +3550,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ // Save contents size from last frame for auto-fitting window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos; - window->SizeContents.y += window->ScrollY; + window->SizeContents.y += window->Scroll.y; // Hide popup/tooltip window when first appearing while we measure size (because we recycle them) if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible) @@ -3713,12 +3713,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ if (window->ScrollTargetRelY < FLT_MAX) { float center_ratio_y = window->ScrollTargetCenterRatioY; - window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y); + window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y); window->ScrollTargetRelY = FLT_MAX; } - window->ScrollY = ImMax(window->ScrollY, 0.0f); + window->Scroll.y = ImMax(window->Scroll.y, 0.0f); if (!window->Collapsed && !window->SkipItems) - window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y)); + window->Scroll.y = ImMin(window->Scroll.y, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y)); // Modal window darkens what is behind them if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow()) @@ -3833,7 +3833,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ // Setup drawing context window->DC.ColumnsStartX = window->WindowPadding.x; window->DC.ColumnsOffsetX = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->ScrollY); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; @@ -3990,7 +3990,7 @@ static void Scrollbar(ImGuiWindow* window) ImGui::ButtonBehavior(bb, id, &hovered, &held, true); const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y); - float scroll_ratio = ImSaturate(window->ScrollY / scroll_max); + float scroll_ratio = ImSaturate(window->Scroll.y / scroll_max); float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; if (held) { @@ -4015,10 +4015,10 @@ static void Scrollbar(ImGuiWindow* window) // Apply scroll // It is ok to modify ScrollY here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y)); + window->Scroll.y = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y)); // Update values for rendering - scroll_ratio = ImSaturate(window->ScrollY / scroll_max); + scroll_ratio = ImSaturate(window->Scroll.y / scroll_max); grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height; // Update distance to grab now that we have seeked and saturated @@ -4369,9 +4369,9 @@ ImVec2 ImGui::GetWindowPos() static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) { - window->DC.CursorMaxPos.y += window->ScrollY; - window->ScrollY = new_scroll_y; - window->DC.CursorMaxPos.y -= window->ScrollY; + window->DC.CursorMaxPos.y += window->Scroll.y; + window->Scroll.y = new_scroll_y; + window->DC.CursorMaxPos.y -= window->Scroll.y; } static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond) @@ -4669,7 +4669,7 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos) float ImGui::GetScrollY() { ImGuiWindow* window = GetCurrentWindowRead(); - return window->ScrollY; + return window->Scroll.y; } float ImGui::GetScrollMaxY() @@ -4690,7 +4690,7 @@ void ImGui::SetScrollFromPosY(float pos_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(); IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTargetRelY = (float)(int)(pos_y + window->ScrollY); + window->ScrollTargetRelY = (float)(int)(pos_y + window->Scroll.y); if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y) window->ScrollTargetRelY = 0.0f; window->ScrollTargetCenterRatioY = center_y_ratio; @@ -7069,8 +7069,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_ctrl_only = is_ctrl_down && !is_alt_down && !is_shift_down; if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); } - else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); } - else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); } + else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); } + else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); } else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } @@ -7315,13 +7315,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Vertical scroll if (is_multiline) { - float scroll_y = draw_window->ScrollY; + float scroll_y = draw_window->Scroll.y; if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - size.y >= scroll_y) scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->ScrollY - scroll_y); // To avoid a frame of lag - draw_window->ScrollY = scroll_y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag + draw_window->Scroll.y = scroll_y; render_pos.y = draw_window->DC.CursorPos.y; } } diff --git a/imgui_internal.h b/imgui_internal.h index cc418577..2e8634ed 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -560,7 +560,7 @@ struct ImGuiWindow ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect ImGuiID MoveID; // == window->GetID("#MOVE") - float ScrollY; + ImVec2 Scroll; float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered bool ScrollbarY;