diff --git a/imgui.cpp b/imgui.cpp index d08f9d5ae..20ecf03c5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2978,9 +2978,9 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) if (wrap_pos_x < 0.0f) return 0.0f; - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMax().x + window->Pos.x; + wrap_pos_x = GetContentRegionMaxScreen().x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -5775,7 +5775,7 @@ void ImGui::PopItemWidth() // Calculate default item width given value passed to PushItemWidth() float ImGui::CalcItemWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; float w = window->DC.ItemWidth; if (w < 0.0f) { @@ -5791,10 +5791,10 @@ float ImGui::CalcItemWidth() // Note that only CalcItemWidth() is publicly exposed. ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 content_max; if (size.x < 0.0f || size.y < 0.0f) - content_max = window->Pos + GetContentRegionMax(); + content_max = GetContentRegionMaxScreen(); if (size.x <= 0.0f) size.x = (size.x == 0.0f) ? default_w : ImMax(content_max.x - window->DC.CursorPos.x, 4.0f) + size.x; if (size.y <= 0.0f) @@ -6367,17 +6367,27 @@ void ImGui::SetNextWindowBgAlpha(float alpha) // FIXME: This is in window space (not screen space!) ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; return mx; } +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxScreen() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + return mx; +} + ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GetCurrentWindowRead(); - return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxScreen() - window->DC.CursorPos; } float ImGui::GetContentRegionAvailWidth() diff --git a/imgui.h b/imgui.h index f11a3a502..f597e07bc 100644 --- a/imgui.h +++ b/imgui.h @@ -261,18 +261,12 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. @@ -290,6 +284,15 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // + // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] diff --git a/imgui_internal.h b/imgui_internal.h index 843eaa44c..b399becd0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1444,6 +1444,7 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxScreen(); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 060c8a323..6812808ea 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5057,7 +5057,7 @@ 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.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_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(GetContentRegionMaxScreen().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding