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Tab Bar: Fix reorderable tab bars. Fix misleading use of tab_max_width in TabBarLayout(). Misc amends, shortening. (#3291)

This commit is contained in:
ocornut 2020-09-21 18:40:18 +02:00
parent 3422cb1308
commit 205874f5b1
4 changed files with 84 additions and 80 deletions

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@ -655,7 +655,7 @@ namespace ImGui
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Logging/Capture

View File

@ -2363,6 +2363,15 @@ static void ShowDemoWindowLayout()
for (int i = 0; i < 3; i++)
active_tabs.push_back(next_tab_id++);
// TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
// (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
// but they tend to make more sense together)
static bool show_leading_button = true;
static bool show_trailing_button = true;
ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
// Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
@ -2370,18 +2379,12 @@ static void ShowDemoWindowLayout()
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
static bool show_leading_button = true;
static bool show_trailing_button = true;
ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
// Demo Leading Tabs: click the "?" button to open a menu
// Note that it is possible to submit regular non-button tabs with Leading/Trailing flags,
// or Button without Leading/Trailing flags... but they tend to make more sense together.
if (show_leading_button && ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
ImGui::OpenPopup("MyHelpMenu");
// Demo a Leading TabItemButton(): click the "?" button to open a menu
if (show_leading_button)
if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
ImGui::OpenPopup("MyHelpMenu");
if (ImGui::BeginPopup("MyHelpMenu"))
{
ImGui::Selectable("Hello!");
@ -2389,8 +2392,10 @@ static void ShowDemoWindowLayout()
}
// Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
if (show_trailing_button && ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
active_tabs.push_back(next_tab_id++);
// Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
if (show_trailing_button)
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
active_tabs.push_back(next_tab_id++); // Add new tab
// Submit our regular tabs
for (int n = 0; n < active_tabs.Size; )
@ -2411,7 +2416,7 @@ static void ShowDemoWindowLayout()
}
ImGui::EndTabBar();
}
}
ImGui::Separator();
ImGui::TreePop();
}

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@ -1716,7 +1716,7 @@ struct ImGuiTabItem
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
float ContentWidth; // Width of label, stored during BeginTabItem() call
ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS8 IndexDuringLayout; // Index only used during TabBarLayout()
@ -1727,13 +1727,13 @@ struct ImGuiTabItem
struct ImGuiTabBarSection
{
int TabStartIndex;
int TabCount;
float Width;
float WidthIdeal;
float InnerSpacing; // Horizontal ItemInnerSpacing, used by Leading/Trailing section, to correctly offset from Central section
float WidthWithSpacing() const { return Width + InnerSpacing; }
int TabStartIndex; // Index of first tab in this section.
int TabCount; // Number of tabs in this section.
float Width; // Width of this section (after shrinking down)
float Spacing; // Horizontal spacing at the end of the section.
ImGuiTabBarSection(){ memset(this, 0, sizeof(*this)); }
float WidthWithSpacing() const { return Width + Spacing; }
};
// Storage for a tab bar (sizeof() 92~96 bytes)
@ -1758,12 +1758,12 @@ struct ImGuiTabBar
ImGuiID ReorderRequestTabId;
ImS8 ReorderRequestDir;
ImS8 TabsActiveCount; // Number of tabs submitted this frame.
ImGuiTabBarSection Sections[3];
bool WantLayout;
bool VisibleTabWasSubmitted;
short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
ImGuiTabBarSection Sections[3]; // Layout sections: Leading, Central, Trailing
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar();

View File

@ -6820,9 +6820,8 @@ ImGuiTabBar::ImGuiTabBar()
ReorderRequestTabId = 0;
ReorderRequestDir = 0;
TabsActiveCount = 0;
WantLayout = VisibleTabWasSubmitted = false;
WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false;
LastTabItemIdx = -1;
TabsAddedNew = false;
}
static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
@ -6898,8 +6897,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
return true;
}
// When toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable, ensure tabs are ordered based on their submission order.
if (((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) || tab_bar->TabsAddedNew)
// Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
if (tab_bar->Tabs.Size > 1)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
tab_bar->TabsAddedNew = false;
@ -6966,12 +6965,14 @@ void ImGui::EndTabBar()
static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
ImGuiTabBarSection* sections = tab_bar->Sections;
tab_bar->WantLayout = false;
// Garbage collect by compacting list
// Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
int tab_dst_n = 0;
bool need_sort_trailing_or_leading = false;
tab_bar->Sections[0].TabCount = tab_bar->Sections[1].TabCount = tab_bar->Sections[2].TabCount = 0;
bool need_sort_by_section = false;
sections[0].TabCount = sections[1].TabCount = sections[2].TabCount = 0;
for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
@ -6989,34 +6990,34 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab = &tab_bar->Tabs[tab_dst_n];
tab->IndexDuringLayout = (ImS8)tab_dst_n;
// We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
// We will need sorting if either current tab is leading (section_n == 0), but not the previous one,
// or if the current is not trailing (section_n == 2), but the previous one is.
if (tab_dst_n > 0 && curr_tab_section_n == 0 && prev_tab_section_n != 0)
need_sort_trailing_or_leading = true;
need_sort_by_section = true;
if (tab_dst_n > 0 && prev_tab_section_n == 2 && curr_tab_section_n != 2)
need_sort_trailing_or_leading = true;
tab_bar->Sections[curr_tab_section_n].TabCount++;
need_sort_by_section = true;
sections[curr_tab_section_n].TabCount++;
tab_dst_n++;
}
if (tab_bar->Tabs.Size != tab_dst_n)
tab_bar->Tabs.resize(tab_dst_n);
if (need_sort_trailing_or_leading)
if (need_sort_by_section)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
tab_bar->Sections[0].TabStartIndex = 0;
tab_bar->Sections[1].TabStartIndex = tab_bar->Sections[0].TabStartIndex + tab_bar->Sections[0].TabCount;
tab_bar->Sections[2].TabStartIndex = tab_bar->Sections[1].TabStartIndex + tab_bar->Sections[1].TabCount;
tab_bar->Sections[0].InnerSpacing = tab_bar->Sections[0].TabCount > 0 && (tab_bar->Sections[1].TabCount + tab_bar->Sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
tab_bar->Sections[1].InnerSpacing = tab_bar->Sections[1].TabCount > 0 && tab_bar->Sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
tab_bar->Sections[2].InnerSpacing = 0.0f;
// Calculate spacing between sections
sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
sections[2].Spacing = 0.0f;
sections[0].TabStartIndex = 0;
sections[1].TabStartIndex = sections[0].TabStartIndex + sections[0].TabCount;
sections[2].TabStartIndex = sections[1].TabStartIndex + sections[1].TabCount;
sections[0].Width = 0.0f;
sections[1].Width = 0.0f;
sections[2].Width = 0.0f;
// Setup next selected tab
ImGuiID scroll_track_selected_tab_id = 0;
@ -7042,16 +7043,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// Reserve shrink buffer for maximum possible number of tabs
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
// Compute ideal widths
tab_bar->Sections[0].Width = tab_bar->Sections[1].Width = tab_bar->Sections[2].Width = 0.0f;
tab_bar->Sections[0].WidthIdeal = tab_bar->Sections[1].WidthIdeal = tab_bar->Sections[2].WidthIdeal = 0.0f;
const float tab_max_width = TabBarCalcMaxTabWidth();
ImGuiTabItem* most_recently_selected_tab = NULL;
bool found_selected_tab_id = false;
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
@ -7072,51 +7067,52 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
ImGuiTabBarSection* section = &tab_bar->Sections[section_n];
float width = ImMin(tab->ContentWidth, tab_max_width);
section->Width = section->WidthIdeal = section->Width + width + (tab_n > section->TabStartIndex ? g.Style.ItemInnerSpacing.x : 0.0f);
ImGuiTabBarSection* section = &sections[section_n];
section->Width += tab->ContentWidth + (tab_n > section->TabStartIndex ? g.Style.ItemInnerSpacing.x : 0.0f);
// Store data so we can build an array sorted by width if we need to shrink tabs down
g.ShrinkWidthBuffer[tab_n].Index = tab_n;
g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth;
IM_ASSERT(width > 0.0f);
tab->Width = width;
IM_ASSERT(tab->ContentWidth > 0.0f);
tab->Width = tab->ContentWidth;
}
tab_bar->WidthAllTabsIdeal = 0.0f;
for (int section_n = 0; section_n < 3; section_n++)
tab_bar->WidthAllTabsIdeal += tab_bar->Sections[section_n].WidthIdeal + tab_bar->Sections[section_n].InnerSpacing;
tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
// We want to know here if we'll need the scrolling buttons, to adjust available width with resizable leading/trailing
bool scrolling_buttons = (tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
float scrolling_buttons_width = GetTabBarScrollingButtonSize().x * 2.0f;
float scrolling_buttons_width = scrolling_buttons ? GetTabBarScrollingButtonSize().x * 2.0f : 0.0f;
// Compute width
bool central_section_is_visible = tab_bar->Sections[0].WidthWithSpacing() + tab_bar->Sections[2].WidthWithSpacing() < tab_bar->BarRect.GetWidth() - (scrolling_buttons ? scrolling_buttons_width : 0.0f);
// FIXME: This is a mess, couldn't TabBarScrollingButtons() just be called earlier?
bool central_section_is_visible = (sections[0].WidthWithSpacing() + sections[2].WidthWithSpacing()) < (tab_bar->BarRect.GetWidth() - scrolling_buttons_width);
float width_excess = central_section_is_visible
? ImMax(tab_bar->Sections[1].WidthWithSpacing() - (tab_bar->BarRect.GetWidth() - tab_bar->Sections[0].WidthWithSpacing() - tab_bar->Sections[2].WidthWithSpacing()), 0.0f)
: (tab_bar->Sections[0].WidthWithSpacing() + tab_bar->Sections[2].WidthWithSpacing()) - (tab_bar->BarRect.GetWidth() - (scrolling_buttons ? scrolling_buttons_width : 0.0f));
? ImMax(sections[1].WidthWithSpacing() - (tab_bar->BarRect.GetWidth() - sections[0].WidthWithSpacing() - sections[2].WidthWithSpacing()), 0.0f)
: (sections[0].WidthWithSpacing() + sections[2].WidthWithSpacing()) - (tab_bar->BarRect.GetWidth() - scrolling_buttons_width);
if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown || !central_section_is_visible))
{
// All tabs are in the ShrinkWidthBuffer, but we will only resize leading/trailing or central tabs, so rearrange internal data
// FIXME: Why copying data, shouldn't we be able to call ShrinkWidths with the right offset and then use that in the loop below?
if (central_section_is_visible)
memmove(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Data + tab_bar->Sections[0].TabCount, sizeof(ImGuiShrinkWidthItem) * tab_bar->Sections[1].TabCount); // Move central section tabs
memmove(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Data + sections[0].TabCount, sizeof(ImGuiShrinkWidthItem) * sections[1].TabCount); // Move central section tabs
else
memmove(g.ShrinkWidthBuffer.Data + tab_bar->Sections[0].TabCount, g.ShrinkWidthBuffer.Data + tab_bar->Sections[0].TabCount + tab_bar->Sections[1].TabCount, sizeof(ImGuiShrinkWidthItem) * tab_bar->Sections[2].TabCount); // Replace central section tabs with trailing
int tab_n_shrinkable = (central_section_is_visible ? tab_bar->Sections[1].TabCount : tab_bar->Sections[0].TabCount + tab_bar->Sections[2].TabCount);
memmove(g.ShrinkWidthBuffer.Data + sections[0].TabCount, g.ShrinkWidthBuffer.Data + sections[0].TabCount + sections[1].TabCount, sizeof(ImGuiShrinkWidthItem) * sections[2].TabCount); // Replace central section tabs with trailing
int tab_n_shrinkable = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
ShrinkWidths(g.ShrinkWidthBuffer.Data, tab_n_shrinkable, width_excess);
// Update each section width with shrink values
// Update each section width with shrunk values
for (int tab_n = 0; tab_n < tab_n_shrinkable; tab_n++)
{
float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
int section_n = tab->Flags & ImGuiTabItemFlags_Leading ? 0 : tab->Flags & ImGuiTabItemFlags_Trailing ? 2 : 1;
int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
tab_bar->Sections[section_n].Width -= (tab->Width - shrinked_width);
sections[section_n].Width -= (tab->Width - shrinked_width);
tab->Width = shrinked_width;
}
}
@ -7126,8 +7122,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab_bar->WidthAllTabs = 0.0f;
for (int section_n = 0; section_n < 3; section_n++)
{
// TabBarScrollingButtons will alter BarRect.Max.x, so we need to anticipate BarRect width reduction
ImGuiTabBarSection* section = &tab_bar->Sections[section_n];
// TabBarScrollingButtons() will alter BarRect.Max.x, so we need to anticipate BarRect width reduction
// FIXME: The +1.0f is in TabBarScrollingButtons()
ImGuiTabBarSection* section = &sections[section_n];
if (section_n == 2)
next_tab_offset = ImMin(tab_bar->BarRect.GetWidth() - section->Width - (scrolling_buttons ? scrolling_buttons_width + 1.0f : 0.0f), next_tab_offset);
@ -7138,17 +7135,16 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
next_tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
}
tab_bar->WidthAllTabs += ImMax(section->WidthWithSpacing(), 0.0f);
next_tab_offset += section->InnerSpacing;
next_tab_offset += section->Spacing;
}
// Horizontal scrolling buttons
if (scrolling_buttons)
if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x
{
if (scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)
scroll_track_selected_tab_id = scroll_track_selected_tab->ID;
else
scroll_track_selected_tab_id = tab_bar->SelectedTabId = scroll_track_selected_tab->ID;
scroll_track_selected_tab_id = scroll_track_selected_tab->ID;
if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button))
tab_bar->SelectedTabId = scroll_track_selected_tab_id;
}
// If we have lost the selected tab, select the next most recently active one
@ -7267,15 +7263,17 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
return;
ImGuiContext& g = *GImGui;
ImGuiTabBarSection* sections = tab_bar->Sections;
float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
int order = tab_bar->GetTabOrder(tab);
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
float scrollable_width = tab_bar->BarRect.GetWidth() - tab_bar->Sections[0].Width - tab_bar->Sections[2].Width - tab_bar->Sections[1].InnerSpacing;
// FIXME: This is all confusing.
float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
// We make all tabs positions all relative Sections[0].Width to make code simpler
float tab_x1 = tab->Offset - tab_bar->Sections[0].Width + (order > tab_bar->Sections[0].TabCount - 1 ? -margin : 0.0f);
float tab_x2 = tab->Offset - tab_bar->Sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - tab_bar->Sections[2].TabCount ? margin : 1.0f);
float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
{
@ -7543,7 +7541,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
tab = &tab_bar->Tabs.back();
tab->ID = id;
tab->Width = size.x;
tab_bar->TabsAddedNew = tab_is_new = true;
tab_bar->TabsAddedNew = true;
tab_is_new = true;
}
tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
tab->ContentWidth = size.x;
@ -7609,8 +7608,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
// Leading buttons will be clipped by BarRect.Max.x, Trailing buttons will be clipped at BarRect.Min.x + LeadingsWidth (+ spacing if there are some buttons), and central tabs will be clipped inbetween
float offset_trailing = (flags & (ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_Leading)) ? 0.0f : tab_bar->Sections[2].Width + tab_bar->Sections[1].InnerSpacing;
float offset_leading = (flags & ImGuiTabItemFlags_Leading) ? 0.0f : tab_bar->Sections[0].Width + tab_bar->Sections[0].InnerSpacing;
float offset_trailing = (flags & (ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_Leading)) ? 0.0f : tab_bar->Sections[2].Width + tab_bar->Sections[1].Spacing;
float offset_leading = (flags & ImGuiTabItemFlags_Leading) ? 0.0f : tab_bar->Sections[0].Width + tab_bar->Sections[0].Spacing;
bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x + offset_leading) || (bb.Max.x > tab_bar->BarRect.Max.x - offset_trailing);
if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x + offset_leading), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x - offset_trailing, bb.Max.y), true);