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https://github.com/ocornut/imgui.git
synced 2024-11-27 16:29:02 +08:00
Internals: Made ContentsRegionRect absolute to reduce confusion. Renamed InnerRect to InnerMainRect, renamed WindowRectClipper to OuterRectClipped.
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f83f566530
commit
773d484009
55
imgui.cpp
55
imgui.cpp
@ -2969,7 +2969,7 @@ static void ImGui::NavUpdateWindowing()
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
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{
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect_rel.Contains(item_rect_rel))
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return;
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@ -3252,7 +3252,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
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ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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float pad = window->CalcFontSize() * 0.5f;
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@ -4528,7 +4528,7 @@ static ImGuiWindow* FindHoveredWindow()
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continue;
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// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
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ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
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ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding);
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if (bb.Contains(g.IO.MousePos))
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return window;
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}
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@ -6102,11 +6102,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
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window->SizeFullAtLastBegin = window->SizeFull;
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// Update ContentsRegionMax. All the variable it depends on are set above in this function.
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window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
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window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
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// Update various regions. Variables they depends on are set above in this function.
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// FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
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window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
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window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
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// Setup drawing context
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// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
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@ -6208,8 +6209,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
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window->WindowRectClipped = window->Rect();
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window->WindowRectClipped.ClipWith(window->ClipRect);
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window->OuterRectClipped = window->Rect();
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window->OuterRectClipped.ClipWith(window->ClipRect);
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// Pressing CTRL+C while holding on a window copy its content to the clipboard
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// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
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@ -6223,18 +6224,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Inner rectangle
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// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
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// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
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window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
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window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
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window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
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window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
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//window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
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// Inner clipping rectangle
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// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
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window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
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// After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
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window->DC.LastItemId = window->MoveId;
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@ -6259,7 +6260,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Collapsed = parent_window && parent_window->Collapsed;
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
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window->Collapsed |= (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y);
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// We also hide the window from rendering because we've already added its border to the command list.
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// (we could perform the check earlier in the function but it is simpler at this point)
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@ -7101,7 +7102,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
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ImVec2 ImGui::GetContentRegionMax()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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ImVec2 mx = window->ContentsRegionRect.Max;
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ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
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if (window->DC.ColumnsSet)
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mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
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return mx;
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@ -7122,19 +7123,19 @@ float ImGui::GetContentRegionAvailWidth()
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ImVec2 ImGui::GetWindowContentRegionMin()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->ContentsRegionRect.Min;
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return window->ContentsRegionRect.Min - window->Pos;
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}
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ImVec2 ImGui::GetWindowContentRegionMax()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->ContentsRegionRect.Max;
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return window->ContentsRegionRect.Max - window->Pos;
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}
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float ImGui::GetWindowContentRegionWidth()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;
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return window->ContentsRegionRect.GetWidth();
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}
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float ImGui::GetTextLineHeight()
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@ -11286,7 +11287,7 @@ bool ImGui::BeginMenuBar()
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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clip_rect.ClipWith(window->WindowRectClipped);
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clip_rect.ClipWith(window->OuterRectClipped);
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
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@ -13309,12 +13310,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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if (ImGui::Begin("ImGui Metrics", p_open))
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{
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static bool show_draw_cmd_clip_rects = true;
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ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
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ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
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static bool show_clip_rects = true;
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ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_clip_rects);
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ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
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ImGui::Separator();
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struct Funcs
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@ -13348,7 +13349,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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if (show_clip_rects && ImGui::IsItemHovered())
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if (show_draw_cmd_clip_rects && ImGui::IsItemHovered())
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{
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ImRect clip_rect = pcmd->ClipRect;
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ImRect vtxs_rect;
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@ -899,7 +899,6 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
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ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
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ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
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ImRect ContentsRegionRect; // Maximum visible content position _in window coordinates_. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
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ImVec2 WindowPadding; // Window padding at the time of begin.
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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@ -908,7 +907,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 Scroll;
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollbarSizes;
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ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
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bool ScrollbarX, ScrollbarY;
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bool Active; // Set to true on Begin(), unless Collapsed
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bool WasActive;
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@ -935,9 +934,10 @@ struct IMGUI_API ImGuiWindow
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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ImRect InnerRect, InnerClipRect;
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ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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ImRect InnerMainRect, InnerClipRect;
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ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
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int LastFrameActive;
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float ItemWidthDefault;
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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