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ScrollbarEx: clarify use of flags and make them optional. (#8215)
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@ -3398,7 +3398,7 @@ namespace ImGui
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IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
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IMGUI_API void Scrollbar(ImGuiAxis axis);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0);
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IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
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@ -950,7 +950,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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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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// Still, the code should probably be made simpler..
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags)
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bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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@ -1041,7 +1041,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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// Render
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const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
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window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
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window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags);
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ImRect grab_rect;
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if (axis == ImGuiAxis_X)
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
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