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Added SetScrollY(), SetScrollFromPosY(). Renamed SetScrollPosHere() to SetScrollFromCursorPos(). (#150)
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58
imgui.cpp
58
imgui.cpp
@ -136,7 +136,8 @@
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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- 2015/07/01 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
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- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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- 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
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- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
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@ -339,7 +340,6 @@
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- window: resizing from any sides? + mouse cursor directives for app.
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- window: get size/pos helpers given names (see discussion in #249)
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- scrolling: add horizontal scroll
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!- scrolling: set scrolling given a position.
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!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
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- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
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- widgets: clean up widgets internal toward exposing everything.
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@ -1419,7 +1419,7 @@ struct ImGuiWindow
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ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
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ImGuiID MoveID; // == window->GetID("#MOVE")
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float ScrollY;
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float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (-1.0f for no change)
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float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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bool ScrollbarY;
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bool Active; // Set to true on Begin()
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@ -1786,7 +1786,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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SizeContents = ImVec2(0.0f, 0.0f);
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WindowPadding = ImVec2(0.0f, 0.0f);
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ScrollY = 0.0f;
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ScrollTargetRelY = -1.0f;
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ScrollTargetRelY = FLT_MAX;
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ScrollTargetCenterRatioY = 0.5f;
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ScrollbarY = false;
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Active = WasActive = false;
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@ -3858,11 +3858,11 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
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// Apply scrolling
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if (window->ScrollTargetRelY >= 0.0f)
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if (window->ScrollTargetRelY < FLT_MAX)
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{
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float center_ratio_y = window->ScrollTargetCenterRatioY;
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window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
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window->ScrollTargetRelY = -1.0f;
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window->ScrollTargetRelY = FLT_MAX;
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}
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window->ScrollY = ImMax(window->ScrollY, 0.0f);
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if (!window->Collapsed && !window->SkipItems)
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@ -4505,8 +4505,7 @@ bool ImGui::IsRootWindowOrAnyChildFocused()
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float ImGui::GetWindowWidth()
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Size.x;
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}
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@ -4828,19 +4827,31 @@ float ImGui::GetScrollMaxY()
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return window->SizeContents.y - window->SizeFull.y;
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}
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void ImGui::SetScrollPosHere(float center_y_ratio)
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void ImGui::SetScrollY(float scroll_y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTargetRelY = scroll_y + window->TitleBarHeight(); // title bar height cancelled out when using ScrollTargetRelY
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window->ScrollTargetCenterRatioY = 0.0f;
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}
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void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiState& g = *GImGui;
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTargetRelY = (float)(int)(window->ScrollY + window->DC.CursorPosPrevLine.y - window->Pos.y + (window->DC.PrevLineHeight) * center_y_ratio);
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window->ScrollTargetRelY += g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f;
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTargetRelY = (float)(int)(pos_y + window->ScrollY);
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if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
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window->ScrollTargetRelY = 0.0f;
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window->ScrollTargetCenterRatioY = center_y_ratio;
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}
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void ImGui::SetScrollFromCursorPos(float center_y_ratio)
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{
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ImGuiWindow* window = GetCurrentWindow();
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float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
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ImGui::SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio);
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}
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void ImGui::SetKeyboardFocusHere(int offset)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -7751,7 +7762,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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*current_item = i;
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}
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if (item_selected && menu_toggled)
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ImGui::SetScrollPosHere();
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ImGui::SetScrollFromCursorPos();
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ImGui::PopID();
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}
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ImGui::EndPopup();
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@ -11300,10 +11311,10 @@ void ImGui::ShowTestWindow(bool* opened)
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{
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ImGui::Text("%04d: scrollable region", i);
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if (goto_line && line == i)
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ImGui::SetScrollPosHere();
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ImGui::SetScrollFromCursorPos();
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}
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if (goto_line && line >= 100)
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ImGui::SetScrollPosHere();
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ImGui::SetScrollFromCursorPos();
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ImGui::EndChild();
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ImGui::SameLine();
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@ -11497,11 +11508,14 @@ void ImGui::ShowTestWindow(bool* opened)
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if (ImGui::TreeNode("Scrolling"))
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{
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ImGui::TextWrapped("Use SetScrollPosHere() to scroll to a given position.");
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ImGui::TextWrapped("Use SetScrollFromPos() or SetScrollFromCursorPos() to scroll to a given position.");
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static bool track = true;
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static int track_line = 50;
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static int track_line = 50, scroll_to_px = 200;
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ImGui::Checkbox("Track", &track);
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ImGui::SameLine(); ImGui::SliderInt("##line", &track_line, 0, 99, "Line %.0f");
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ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 9999, "Line %.0f");
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bool scroll_to = ImGui::Button("Scroll To");
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ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
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if (scroll_to) track = false;
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for (int i = 0; i < 3; i++)
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{
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@ -11509,11 +11523,13 @@ void ImGui::ShowTestWindow(bool* opened)
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ImGui::BeginGroup();
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ImGui::Text(i == 0 ? "Top" : i == 1 ? "Center" : "Bottom");
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ImGui::BeginChild(ImGui::GetID((void *)i), ImVec2(ImGui::GetWindowWidth() * 0.25f, 200.0f), true);
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if (scroll_to)
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ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.50f);
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for (int line = 0; line < 100; line++)
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{
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ImGui::Text("Line %d", line);
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if (track && line == track_line)
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ImGui::SetScrollPosHere(i * 0.50f); // 0.0f,0.5f,1.0f
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ImGui::SetScrollFromCursorPos(i * 0.50f); // 0.0f:top, 0.5f:center, 1.0f:bottom
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}
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ImGui::EndChild();
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ImGui::EndGroup();
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@ -12272,7 +12288,7 @@ struct ExampleAppConsole
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ImGui::PopStyleColor();
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}
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if (ScrollToBottom)
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ImGui::SetScrollPosHere();
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ImGui::SetScrollFromCursorPos();
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ScrollToBottom = false;
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ImGui::PopStyleVar();
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ImGui::EndChild();
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9
imgui.h
9
imgui.h
@ -135,9 +135,11 @@ namespace ImGui
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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IMGUI_API float GetScrollY(); // get scrolling position [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollPosHere(float center_y_ratio = 0.5f); // adjust scrolling position to make the current cursor position visible. center_y_ratio=0.0: top, =0.5: center, =1.0: bottom.
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollFromCursorPos(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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@ -409,6 +411,7 @@ namespace ImGui
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static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+
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static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
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static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+
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static inline void SetScrollPosHere() { SetScrollFromCursorPos(); } // OBSOLETE 1.42+
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#endif
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} // namespace ImGui
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