1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

Internal refactor: moved all Scroll related functions in a same spot.

This commit is contained in:
omar 2019-07-30 20:04:02 -07:00
parent 1b1e539288
commit 3548fb8013
2 changed files with 169 additions and 161 deletions

322
imgui.cpp
View File

@ -72,6 +72,7 @@ CODE
// [SECTION] ImGuiListClipper
// [SECTION] RENDER HELPERS
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS
// [SECTION] POPUPS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
@ -4943,40 +4944,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
}
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
}
if (window->ScrollTarget.y < FLT_MAX)
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
}
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
}
return scroll;
}
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
{
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
@ -6921,97 +6888,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos)
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
}
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.x;
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.y;
}
void ImGui::SetScrollX(float scroll_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->ScrollTarget.x = new_scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->ScrollTarget.y = new_scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(float local_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
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
@ -7248,6 +7124,167 @@ void ImGui::Unindent(float indent_w)
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}
//-----------------------------------------------------------------------------
// [SECTION] SCROLLING
//-----------------------------------------------------------------------------
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
}
if (window->ScrollTarget.y < FLT_MAX)
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
}
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
}
return scroll;
}
// Scroll to keep newly navigated item fully into view
void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
}
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
}
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.x;
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.y;
}
void ImGui::SetScrollX(float scroll_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->ScrollTarget.x = new_scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->ScrollTarget.y = new_scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(float local_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
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
//-----------------------------------------------------------------------------
// [SECTION] TOOLTIPS
//-----------------------------------------------------------------------------
@ -8138,37 +8175,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
return delta;
}
// Scroll to keep newly navigated item fully into view
void ImGui::NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
}
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
@ -8478,7 +8484,7 @@ static void ImGui::NavUpdateMoveResult()
if (g.NavLayer == 0)
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
NavScrollToBringItemIntoView(result->Window, rect_abs);
ScrollToBringItemIntoView(result->Window, rect_abs);
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
@ -8487,7 +8493,7 @@ static void ImGui::NavUpdateMoveResult()
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
ScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
}
ClearActiveID();

View File

@ -1470,8 +1470,6 @@ namespace ImGui
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
@ -1498,6 +1496,11 @@ namespace ImGui
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Scrolling
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API void ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
@ -1549,7 +1552,6 @@ namespace ImGui
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);