diff --git a/imgui.cpp b/imgui.cpp index da0b068d..d04fe1ac 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5265,9 +5265,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Scrollbars if (window->ScrollbarX) - Scrollbar(ImGuiLayoutType_Horizontal); + Scrollbar(ImGuiAxis_X); if (window->ScrollbarY) - Scrollbar(ImGuiLayoutType_Vertical); + Scrollbar(ImGuiAxis_Y); // Render resize grips (after their input handling so we don't have a frame of latency) if (!(flags & ImGuiWindowFlags_NoResize)) @@ -6528,13 +6528,13 @@ ImGuiID ImGui::GetID(const void* ptr_id) bool ImGui::IsRectVisible(const ImVec2& size) { - ImGuiWindow* window = GImGui->CurrentWindow;; + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); } bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) { - ImGuiWindow* window = GImGui->CurrentWindow;; + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } diff --git a/imgui_internal.h b/imgui_internal.h index e5b65040..4ebbaa81 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1463,8 +1463,8 @@ namespace ImGui IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); - IMGUI_API void Scrollbar(ImGuiLayoutType direction); - IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. // Widgets low-level behaviors diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f48a55bc..943a2792 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -710,11 +710,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; } -ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction) +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY"); + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Vertical/Horizontal scrollbar @@ -722,15 +720,16 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - 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. -void ImGui::Scrollbar(ImGuiLayoutType direction) +void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const bool horizontal = (direction == ImGuiLayoutType_Horizontal); + const bool horizontal = (axis == ImGuiAxis_X); const ImGuiStyle& style = g.Style; - const ImGuiID id = GetScrollbarID(direction); - + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + // Render background bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; @@ -748,7 +747,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) float alpha = 1.0f; - if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) { alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); if (alpha <= 0.0f) @@ -3210,7 +3209,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); + const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); bool clear_active_id = false; @@ -3622,7 +3621,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); + const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y)); if (g.ActiveId == id || is_currently_scrolling) { edit_state.CursorAnim += io.DeltaTime;