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Selectable: Clarifying the code around use of ImGuiSelectableFlags_DrawFillAvailWidth (with intent of trying to remove it).
Amend old6251d379
,2bcafc86
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@ -6818,6 +6818,8 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Advance cursor given item size for layout.
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// Advance cursor given item size for layout.
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// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
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// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
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void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
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void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -6858,7 +6860,7 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
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// Declare item bounding box for clipping and interaction.
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// Declare item bounding box for clipping and interaction.
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
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// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
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// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
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bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -494,7 +494,7 @@ enum ImGuiSelectableFlagsPrivate_
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ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
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ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
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ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
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ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
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ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // Draw over all avail width even if we declared less for layout. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
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ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
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};
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};
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@ -5578,15 +5578,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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ImRect bb_inner(pos, pos + size);
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ImRect bb_inner(pos, pos + size);
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ItemSize(size, 0.0f);
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ItemSize(size, 0.0f);
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// Fill horizontal space.
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// Fill horizontal space
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ImVec2 window_padding = window->WindowPadding;
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const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x + window->Pos.x : GetContentRegionMaxAbs().x;
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float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x + window->Pos.x : GetContentRegionMaxAbs().x;
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float w_draw = ImMax(label_size.x, max_x - window_padding.x - pos.x);
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ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size.y);
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ImRect bb_align(pos, pos + size_draw);
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
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if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
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bb_align.Max.x += window_padding.x;
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size.x = ImMax(label_size.x, max_x - window->WindowPadding.x - pos.x) + window->WindowPadding.x;
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ImRect bb_align(pos, pos + size);
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// Selectables are meant to be tightly packed together with no click-gap, so we extend the box to cover spacing between selectable.
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// Selectables are meant to be tightly packed together with no click-gap, so we extend the box to cover spacing between selectable.
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ImRect bb_enlarged = bb_align;
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ImRect bb_enlarged = bb_align;
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@ -6228,10 +6224,12 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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else
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else
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{
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{
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// Menu inside a menu
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// Menu inside a menu
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// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
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// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
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popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
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popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
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float w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
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float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f));
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ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
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ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
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RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
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RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
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}
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}
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@ -6376,11 +6374,14 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
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}
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}
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else
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else
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{
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{
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ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
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// Menu item inside a vertical menu
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float w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
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// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
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pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
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float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f;
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if (shortcut_size.x > 0.0f)
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float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
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pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(min_w, 0.0f));
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if (shortcut_w > 0.0f)
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{
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{
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PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
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RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
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