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Refactor: Moved Scrollbar function from imgui.cpp to imgui_widgets.cpp, added file index (#2036)
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18d6490dbd
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110
imgui.cpp
110
imgui.cpp
@ -6475,116 +6475,6 @@ void ImGui::End()
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SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
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}
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// Vertical scrollbar
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// The entire piece of code below is rather confusing because:
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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void ImGui::Scrollbar(ImGuiLayoutType direction)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
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// Render background
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect window_rect = window->Rect();
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const float border_size = window->WindowBorderSize;
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ImRect bb = horizontal
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? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
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: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
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if (!horizontal)
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bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
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if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
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return;
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int window_rounding_corners;
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if (horizontal)
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window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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else
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window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
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float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
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float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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bool held = false;
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bool hovered = false;
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const bool previously_held = (g.ActiveId == id);
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
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float scroll_ratio = ImSaturate(scroll_v / scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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if (held && grab_h_norm < 1.0f)
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{
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float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
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float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (!previously_held)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
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{
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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else
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{
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seek_absolute = true;
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*click_delta_to_grab_center_v = 0.0f;
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}
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}
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// Apply scroll
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
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scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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if (horizontal)
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window->Scroll.x = scroll_v;
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else
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window->Scroll.y = scroll_v;
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// Update values for rendering
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scroll_ratio = ImSaturate(scroll_v / scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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// Render
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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ImRect grab_rect;
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if (horizontal)
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
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else
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grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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}
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -1,7 +1,7 @@
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// dear imgui, v1.64 WIP
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// (drawing and font code)
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// Contains implementation for
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// Index of this file:
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// - Default styles
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// - ImDrawList
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// - ImDrawData
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@ -1,6 +1,23 @@
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// dear imgui, v1.64 WIP
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// (widgets code)
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// Index of this file:
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// - Widgets: Text, etc.
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// - Widgets: Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.
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// - Widgets: ComboBox
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// - Data Type and Data Formatting Helpers
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// - Widgets: DragScalar, DragFloat, DragInt, etc.
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// - Widgets: SliderScalar, SliderFloat, SliderInt, etc.
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// - Widgets: InputScalar, InputFloat, InputInt, etc.
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// - Widgets: InputText, InputTextMultiline
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// - Widgets: ColorEdit, ColorPicker, ColorButton, etc.
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// - Widgets: TreeNode, TreePush, TreePop, etc.
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// - Widgets: Selectable
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// - Widgets: ListBox
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// - Widgets: PlotLines, PlotHistogram
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// - Widgets: Value
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// - Widgets: MenuItem, BeginMenu, EndMenu, etc.
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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@ -347,6 +364,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
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// - ArrowButton()
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// - CloseButton() [Internal]
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// - CollapseButton() [Internal]
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// - Scrollbar() [Internal]
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// - Image()
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// - ImageButton()
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// - Checkbox()
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@ -673,6 +691,116 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
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return pressed;
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}
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// Vertical/Horizontal scrollbar
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// The entire piece of code below is rather confusing because:
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// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
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// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
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// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
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void ImGui::Scrollbar(ImGuiLayoutType direction)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
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// Render background
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect window_rect = window->Rect();
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const float border_size = window->WindowBorderSize;
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ImRect bb = horizontal
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? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
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: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
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if (!horizontal)
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bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
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if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
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return;
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int window_rounding_corners;
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if (horizontal)
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window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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else
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window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
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float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
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float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
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// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
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// But we maintain a minimum size in pixel to allow for the user to still aim inside.
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IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
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const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
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const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
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const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
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// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
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bool held = false;
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bool hovered = false;
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const bool previously_held = (g.ActiveId == id);
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ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
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float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
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float scroll_ratio = ImSaturate(scroll_v / scroll_max);
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float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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if (held && grab_h_norm < 1.0f)
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{
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float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
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float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
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SetHoveredID(id);
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bool seek_absolute = false;
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if (!previously_held)
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{
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// On initial click calculate the distance between mouse and the center of the grab
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if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
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{
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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else
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{
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seek_absolute = true;
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*click_delta_to_grab_center_v = 0.0f;
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}
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}
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// Apply scroll
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
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scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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if (horizontal)
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window->Scroll.x = scroll_v;
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else
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window->Scroll.y = scroll_v;
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// Update values for rendering
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scroll_ratio = ImSaturate(scroll_v / scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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if (seek_absolute)
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*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
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}
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// Render
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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ImRect grab_rect;
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if (horizontal)
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
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else
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grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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}
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void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
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{
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ImGuiWindow* window = GetCurrentWindow();
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