Window rectangles: Changed WorkRect to cover the whole region including scrolling (toward obsolete ContentsRegionRect) + using full WindowPadding*1 padding.

Tweaked InnerClipRect.
TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579)
TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size.
Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125)
Demo: Added demo code to test contentsrect/workrect
docking
omar 5 years ago
parent a0994d74c2
commit f95c77eeea

@ -64,6 +64,12 @@ Other Changes:
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
emits key release events when focusing another viewport, leading to Alt+clicking on void on another emits key release events when focusing another viewport, leading to Alt+clicking on void on another
viewport triggering the issue. (#2609) viewport triggering the issue. (#2609)
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
horizontal scrolling. (#2211, #2579)
- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
loop with the horizontal contents size.
- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
horizontal area (previously only worked with an explicit contents size). (#125)
- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
collapsing/docking button to the other side of the title bar. collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller. - Style: Made window close button cross slightly smaller.

@ -4999,8 +4999,6 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
} }
} }
// Draw background and borders
// Draw and handle scrollbars
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -5511,7 +5509,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// - Begin() initial clipping rect for drawing window background and borders. // - Begin() initial clipping rect for drawing window background and borders.
// - Begin() clipping whole child // - Begin() clipping whole child
ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
window->OuterRectClipped = window->Rect(); ImRect outer_rect = window->Rect();
window->OuterRectClipped = outer_rect;
window->OuterRectClipped.ClipWith(host_rect); window->OuterRectClipped.ClipWith(host_rect);
// Inner rectangle // Inner rectangle
@ -5525,15 +5524,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
// Work rectangle.
// Affected by window padding and border size. Used by:
// - Columns() for right-most edge
// - BeginTabBar() for right-most edge
window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
// Inner clipping rectangle. // Inner clipping rectangle.
// Will extend a little bit outside the normal work region. // Will extend a little bit outside the normal work region.
// This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
@ -5541,7 +5531,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
// Affected by window/frame border size. Used by: // Affected by window/frame border size. Used by:
// - Begin() initial clip rect // - Begin() initial clip rect
window->InnerClipRect = window->WorkRect; float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.y * 0.5f), window->WindowBorderSize));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
window->InnerClipRect.ClipWithFull(host_rect); window->InnerClipRect.ClipWithFull(host_rect);
// DRAWING // DRAWING
@ -5589,12 +5583,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
// Work rectangle.
// Affected by window padding and border size. Used by:
// - Columns() for right-most edge
// - TreeNode(), CollapsingHeader() for right-most edge
// - BeginTabBar() for right-most edge
const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
const float work_rect_size_x = (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : ImMax(allow_scrollbar_x ? window->SizeContents.x : 0.0f, window->InnerRect.GetWidth() - window->WindowPadding.x * 2.0f));
const float work_rect_size_y = (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : ImMax(allow_scrollbar_y ? window->SizeContents.y : 0.0f, window->InnerRect.GetHeight() - window->WindowPadding.y * 2.0f));
window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
// [LEGACY] Contents Region // [LEGACY] Contents Region
// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both. // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both.
// Used by: // Used by:
// - Mouse wheel scrolling // - Mouse wheel scrolling + many other things
// - ... (many things)
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize)));
@ -8719,9 +8726,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
window->DC.CurrentColumns = columns; window->DC.CurrentColumns = columns;
// Set state for first column // Set state for first column
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->WorkRect.Max.x - window->Pos.x); columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x;
columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f);
columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f);
columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect; columns->HostClipRect = window->ClipRect;

@ -17,9 +17,18 @@
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size. // in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant // It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be
// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is // reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
// likely going to be stored outside your functions. // you would be editing is likely going to be stored outside your functions.
// The Demo code is this file is designed to be easy to copy-and-paste in into your application!
// Because of this:
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS,
// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
/* /*
@ -2135,6 +2144,83 @@ static void ShowDemoWindowLayout()
ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
ImGui::EndChild(); ImGui::EndChild();
} }
ImGui::Spacing();
static bool show_horizontal_contents_size_demo_window = false;
ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);
if (show_horizontal_contents_size_demo_window)
{
static bool show_h_scrollbar = true;
static bool show_button = true;
static bool show_tree_nodes = true;
static bool show_columns = true;
static bool show_tab_bar = true;
static bool explicit_content_size = false;
static float contents_size_x = 300.0f;
if (explicit_content_size)
ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten)
ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width
ImGui::Checkbox("Columns", &show_columns); // Will use contents size
ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size
ImGui::Checkbox("Explicit content size", &explicit_content_size);
if (explicit_content_size)
{
ImGui::SameLine();
ImGui::SetNextItemWidth(100);
ImGui::DragFloat("##csx", &contents_size_x);
ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);
ImGui::Dummy(ImVec2(0, 10));
}
ImGui::PopStyleVar(2);
ImGui::Separator();
if (show_button)
{
ImGui::Button("this is a 300-wide button", ImVec2(300, 0));
}
if (show_tree_nodes)
{
bool open = true;
if (ImGui::TreeNode("this is a tree node"))
{
if (ImGui::TreeNode("another one of those tree node..."))
{
ImGui::Text("Some tree contents");
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::CollapsingHeader("CollapsingHeader", &open);
}
if (show_columns)
{
ImGui::Columns(4);
for (int n = 0; n < 4; n++)
{
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
ImGui::NextColumn();
}
ImGui::Columns(1);
}
if (show_tab_bar && ImGui::BeginTabBar("Hello"))
{
if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }
ImGui::EndTabBar();
}
ImGui::End();
}
ImGui::TreePop(); ImGui::TreePop();
} }

@ -1294,12 +1294,16 @@ struct IMGUI_API ImGuiWindow
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
ImRect InnerRect; // Inner rectangle // The main 'OuterRect', omitted as a field, is window->Rect().
ImRect InnerClipRect; // == InnerRect minus WindowPadding.x, clipped within viewport or parent clip rect. ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
ImRect WorkRect; // == InnerRect minus WindowPadding.x ImRect InnerRect; // Inner rectangle (omit title bar, menu bar)
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward).
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
int LastFrameActive; // Last frame number the window was Active. int LastFrameActive; // Last frame number the window was Active.
float ItemWidthDefault; float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items

@ -5127,12 +5127,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// We vertically grow up to current line height up the typical widget height. // We vertically grow up to current line height up the typical widget height.
const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxAbs().x, window->DC.CursorPos.y + frame_height)); ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height));
if (display_frame) if (display_frame)
{ {
// Framed header expand a little outside the default padding // Framed header expand a little outside the default padding
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f) - 1; frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f) - 1; frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f - 1.0f);
} }
const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing
@ -6324,15 +6324,15 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
tab_bar->FramePadding = g.Style.FramePadding; tab_bar->FramePadding = g.Style.FramePadding;
// Layout // Layout
ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back
window->DC.CursorPos.x = tab_bar->BarRect.Min.x; window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
// Draw separator // Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab);
const float y = tab_bar->BarRect.Max.y - 1.0f; const float y = tab_bar->BarRect.Max.y - 1.0f;
{ {
const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x; const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f);
const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x; const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f);
window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
} }
return true; return true;
@ -6874,7 +6874,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
if (want_clip_rect) if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true);
ItemSize(bb, style.FramePadding.y); ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
ItemSize(bb.GetSize(), style.FramePadding.y);
window->DC.CursorMaxPos = backup_cursor_max_pos;
if (!ItemAdd(bb, id)) if (!ItemAdd(bb, id))
{ {
if (want_clip_rect) if (want_clip_rect)

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