diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml index 2aa08b44..df7d7091 100644 --- a/.github/FUNDING.yml +++ b/.github/FUNDING.yml @@ -1 +1 @@ -custom: ['https://github.com/ocornut/imgui/wiki/Sponsors'] +custom: ['https://github.com/ocornut/imgui/wiki/Funding'] diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f2d83af2..ad8130b5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,20 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.90.8 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking changes: + +Other changes: + +- Windows: fixed altering FramePadding mid-frame not correctly affecting logic + responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899) +- Scrollbar: made scrolling logic more standard: clicking above or below the + grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150) + + ----------------------------------------------------------------------- VERSION 1.90.7 (Released 2024-05-27) ----------------------------------------------------------------------- diff --git a/docs/TODO.txt b/docs/TODO.txt index 6d4e3585..dae06172 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -39,7 +39,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) + - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot) ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally @@ -117,7 +117,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i !- color: the color conversion helpers/types are a mess and needs sorting out. - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h - - plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot + - plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot - (plot: deleted all other todo lines on 2023-06-28) - clipper: ability to disable the clipping through a simple flag/bool. @@ -178,8 +178,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - - combo: use clipper. - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() + - combo: Combo() helper could use clipper. - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) - listbox: multiple selection (WIP range-select branch) - listbox: unselect option (#1208) @@ -201,15 +201,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) + - tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip) - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). - shortcuts: store multiple keychords in ImGuiKeyChord - shortcuts: Hovered route (lower than Focused, higher than Global) - shortcuts: local-style shortcut api, e.g. parse "&Save" - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - - shortcuts: programmatically access shortcuts "Focus("&Save")) - - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero. - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? @@ -305,7 +304,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? - - nav: visual feedback on button press. - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) ! nav: never clear NavId on some setup (e.g. gamepad centric) - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. @@ -359,8 +357,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? - - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - - misc: possible compile-time support for wchar_t instead of char*? + - misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - demo: demonstrate using PushStyleVar() in more details. - demo: add vertical separator demo @@ -380,7 +377,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private) + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings) - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. diff --git a/imgui.cpp b/imgui.cpp index c985a036..2026b576 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (main code and documentation) // Help: @@ -6073,7 +6073,7 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) // Reduce artifacts with very small windows ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); - size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); return size_min; } @@ -6287,7 +6287,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ImRect clamp_rect = visibility_rect; const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); if (window_move_from_title_bar) - clamp_rect.Min.y -= window->TitleBarHeight(); + clamp_rect.Min.y -= window->TitleBarHeight; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -6495,8 +6495,10 @@ static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_ { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } @@ -6532,7 +6534,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { - float y = window->Pos.y + window->TitleBarHeight() - 1; + float y = window->Pos.y + window->TitleBarHeight - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); } } @@ -6606,7 +6608,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); - bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); } @@ -7165,6 +7167,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. // Those flags will be altered further down in the function depending on more conditions. @@ -7205,7 +7209,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; window->DecoOuterSizeX1 = 0.0f; window->DecoOuterSizeX2 = 0.0f; - window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight(); + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; window->DecoOuterSizeY2 = 0.0f; window->ScrollbarSizes = ImVec2(0.0f, 0.0f); @@ -7436,7 +7440,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; if (window->DockIsActive) - window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.Min.y += window->TitleBarHeight; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle diff --git a/imgui.h b/imgui.h index 1b0f5bc3..a9f19e7c 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (headers) // Help: @@ -27,8 +27,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90.7" -#define IMGUI_VERSION_NUM 19070 +#define IMGUI_VERSION "1.90.8 WIP" +#define IMGUI_VERSION_NUM 19071 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch @@ -2154,8 +2154,8 @@ struct ImGuiStyle float SeparatorTextBorderSize; // Thickkness of border in SeparatorText() ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. - ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 3c8fb7c6..f9ae2dc8 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (demo code) // Help: @@ -6893,7 +6893,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } ImGui::SeparatorText("Misc"); - ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::EndTabItem(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index f09af97a..3d6cf3ee 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index a3c396cf..794c3236 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -484,7 +484,7 @@ template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } @@ -2365,13 +2365,14 @@ struct ImGuiContext ImGuiComboPreviewData ComboPreviewData; ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: relative, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; short LockMarkEdited; @@ -2593,13 +2594,14 @@ struct ImGuiContext ColorEditSavedHue = ColorEditSavedSat = 0.0f; ColorEditSavedColor = 0; WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = 0.0f; DisabledAlphaBackup = 0.0f; DisabledStackSize = 0; LockMarkEdited = 0; @@ -2732,6 +2734,7 @@ struct IMGUI_API ImGuiWindow ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). @@ -2852,10 +2855,8 @@ public: // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } - float TitleBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } }; //----------------------------------------------------------------------------- diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 10daf40f..f11b2ff1 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (tables and columns code) /* diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 73bde1c0..cbb62b52 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.7 +// dear imgui, v1.90.8 WIP // (widgets code) /* @@ -922,10 +922,10 @@ void ImGui::Scrollbar(ImGuiAxis axis) if (!window->ScrollbarX) rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } - float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; ImS64 scroll = (ImS64)window->Scroll[axis]; - ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); window->Scroll[axis] = (float)scroll; } @@ -935,7 +935,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) +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) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -965,9 +965,9 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); - const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). @@ -976,7 +976,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) @@ -987,29 +987,39 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - bool seek_absolute = false; + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab - seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = 0.0f; - else - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + g.ScrollbarSeekMode = (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (g.ScrollbarSeekMode == 0.0f) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; } // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } // Update values for rendering scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seek'ed and saturated - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Render @@ -7530,7 +7540,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; @@ -8317,7 +8327,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) { - if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) return NULL; return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; }