Turning float ScrollY into ImVec2 Scroll - no feature change, this is just to remove some syntax noise from the following commit (#246)

docking
ocornut 9 years ago
parent e0c375e7b8
commit fc13ae2aa5

@ -1472,7 +1472,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f);
ScrollY = 0.0f;
Scroll = ImVec2(0.0f, 0.0f);
ScrollTargetRelY = FLT_MAX;
ScrollTargetCenterRatioY = 0.5f;
ScrollbarY = false;
@ -1939,7 +1939,7 @@ void ImGui::NewFrame()
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
{
const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
SetWindowScrollY(window, window->ScrollY - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);
SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);
}
}
}
@ -3550,7 +3550,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Save contents size from last frame for auto-fitting
window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
window->SizeContents.y += window->ScrollY;
window->SizeContents.y += window->Scroll.y;
// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
@ -3713,12 +3713,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
if (window->ScrollTargetRelY < FLT_MAX)
{
float center_ratio_y = window->ScrollTargetCenterRatioY;
window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
window->Scroll.y = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y);
window->ScrollTargetRelY = FLT_MAX;
}
window->ScrollY = ImMax(window->ScrollY, 0.0f);
window->Scroll.y = ImMax(window->Scroll.y, 0.0f);
if (!window->Collapsed && !window->SkipItems)
window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
window->Scroll.y = ImMin(window->Scroll.y, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
// Modal window darkens what is behind them
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
@ -3833,7 +3833,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Setup drawing context
window->DC.ColumnsStartX = window->WindowPadding.x;
window->DC.ColumnsOffsetX = 0.0f;
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->ScrollY);
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->Scroll.y);
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
@ -3990,7 +3990,7 @@ static void Scrollbar(ImGuiWindow* window)
ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
const float scroll_max = ImMax(1.0f, window->SizeContents.y - window->Size.y);
float scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
float scroll_ratio = ImSaturate(window->Scroll.y / scroll_max);
float grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
if (held)
{
@ -4015,10 +4015,10 @@ static void Scrollbar(ImGuiWindow* window)
// Apply scroll
// It is ok to modify ScrollY here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
const float scroll_y_norm = ImSaturate((clicked_y_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
window->ScrollY = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
window->Scroll.y = (float)(int)(0.5f + scroll_y_norm * (window->SizeContents.y - window->Size.y));
// Update values for rendering
scroll_ratio = ImSaturate(window->ScrollY / scroll_max);
scroll_ratio = ImSaturate(window->Scroll.y / scroll_max);
grab_y_norm = scroll_ratio * (scrollbar_height - grab_h_pixels) / scrollbar_height;
// Update distance to grab now that we have seeked and saturated
@ -4369,9 +4369,9 @@ ImVec2 ImGui::GetWindowPos()
static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->DC.CursorMaxPos.y += window->ScrollY;
window->ScrollY = new_scroll_y;
window->DC.CursorMaxPos.y -= window->ScrollY;
window->DC.CursorMaxPos.y += window->Scroll.y;
window->Scroll.y = new_scroll_y;
window->DC.CursorMaxPos.y -= window->Scroll.y;
}
static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond)
@ -4669,7 +4669,7 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
float ImGui::GetScrollY()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->ScrollY;
return window->Scroll.y;
}
float ImGui::GetScrollMaxY()
@ -4690,7 +4690,7 @@ void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTargetRelY = (float)(int)(pos_y + window->ScrollY);
window->ScrollTargetRelY = (float)(int)(pos_y + window->Scroll.y);
if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
window->ScrollTargetRelY = 0.0f;
window->ScrollTargetCenterRatioY = center_y_ratio;
@ -7069,8 +7069,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const bool is_ctrl_only = is_ctrl_down && !is_alt_down && !is_shift_down;
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask : STB_TEXTEDIT_K_RIGHT | k_mask); }
else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); }
else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->ScrollY + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); }
else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); }
else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow)) { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete)) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
@ -7315,13 +7315,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// Vertical scroll
if (is_multiline)
{
float scroll_y = draw_window->ScrollY;
float scroll_y = draw_window->Scroll.y;
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y;
draw_window->DC.CursorPos.y += (draw_window->ScrollY - scroll_y); // To avoid a frame of lag
draw_window->ScrollY = scroll_y;
draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag
draw_window->Scroll.y = scroll_y;
render_pos.y = draw_window->DC.CursorPos.y;
}
}

@ -560,7 +560,7 @@ struct ImGuiWindow
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE")
float ScrollY;
ImVec2 Scroll;
float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarY;

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