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TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937)
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@ -62,6 +62,8 @@ Other changes:
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- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values.
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It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
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duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
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- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
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cover the label. (#6937) [@dimateos]
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- Text, DrawList: Improved handling of long single-line wrapped text. Faster and
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mitigitate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
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- Backends: OpenGL: Detect ES3 contexts on desktop based on version string,
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11
imgui.h
11
imgui.h
@ -1102,11 +1102,12 @@ enum ImGuiTreeNodeFlags_
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ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
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ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
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ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
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ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
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ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
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ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column)
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ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
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//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
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ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
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ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
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ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
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ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
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ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
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//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
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ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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@ -930,7 +930,10 @@ static void ShowDemoWindowWidgets()
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
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ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
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ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
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ImGui::Text("Hello!");
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@ -963,6 +966,12 @@ static void ShowDemoWindowWidgets()
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ImGui::Text("This is a drag and drop source");
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ImGui::EndDragDropSource();
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}
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if (i == 2)
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{
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// Item 2 has an additional inline button to help demonstrate SpanTextWidth.
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ImGui::SameLine();
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if (ImGui::SmallButton("button")) {}
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}
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if (node_open)
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{
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ImGui::BulletText("Blah blah\nBlah Blah");
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@ -5146,7 +5155,8 @@ static void ShowDemoWindowTables()
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static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
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static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
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HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
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@ -6185,13 +6185,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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label_end = FindRenderedTextEnd(label);
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const ImVec2 label_size = CalcTextSize(label, label_end, false);
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
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// We vertically grow up to current line height up the typical widget height.
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const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
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const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
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ImRect frame_bb;
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frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
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frame_bb.Min.y = window->DC.CursorPos.y;
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frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
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frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
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frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
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if (display_frame)
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{
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@ -6201,15 +6205,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
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}
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const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
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const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
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ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
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ItemSize(ImVec2(text_width, frame_height), padding.y);
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// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
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ImRect interact_bb = frame_bb;
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if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
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if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
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interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
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// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
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