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118
imgui/imgui.cpp
118
imgui/imgui.cpp
@ -8070,21 +8070,42 @@ void ImGui::EndGroup()
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// [SECTION] SCROLLING
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// [SECTION] SCROLLING
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Helper to snap on edges when aiming at an item very close to the edge,
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// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
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// When we refactor the scrolling API this may be configurable with a flag?
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// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
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static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
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{
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if (target <= snap_min + snap_threshold)
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return ImLerp(snap_min, target, center_ratio);
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if (target >= snap_max - snap_threshold)
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return ImLerp(target, snap_max, center_ratio);
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return target;
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}
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
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{
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{
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ImVec2 scroll = window->Scroll;
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ImVec2 scroll = window->Scroll;
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if (window->ScrollTarget.x < FLT_MAX)
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if (window->ScrollTarget.x < FLT_MAX)
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{
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{
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float cr_x = window->ScrollTargetCenterRatio.x;
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float center_x_ratio = window->ScrollTargetCenterRatio.x;
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float target_x = window->ScrollTarget.x;
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float scroll_target_x = window->ScrollTarget.x;
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scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
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float snap_x_min = 0.0f;
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float snap_x_max = window->ScrollMax.x + window->Size.x;
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if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
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scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
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scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x);
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}
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}
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if (window->ScrollTarget.y < FLT_MAX)
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if (window->ScrollTarget.y < FLT_MAX)
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{
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{
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float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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float cr_y = window->ScrollTargetCenterRatio.y;
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float center_y_ratio = window->ScrollTargetCenterRatio.y;
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float target_y = window->ScrollTarget.y;
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float scroll_target_y = window->ScrollTarget.y;
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scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
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float snap_y_min = 0.0f;
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float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height;
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if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
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scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
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scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
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}
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}
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scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
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scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
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scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
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scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
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@ -8150,47 +8171,57 @@ float ImGui::GetScrollMaxY()
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return window->ScrollMax.y;
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return window->ScrollMax.y;
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}
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}
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void ImGui::SetScrollX(float scroll_x)
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void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.x = scroll_x;
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window->ScrollTarget.x = scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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window->ScrollTargetCenterRatio.x = 0.0f;
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window->ScrollTargetEdgeSnapDist.x = 0.0f;
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}
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void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
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{
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window->ScrollTarget.y = scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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window->ScrollTargetEdgeSnapDist.y = 0.0f;
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}
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void ImGui::SetScrollX(float scroll_x)
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{
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ImGuiContext& g = *GImGui;
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SetScrollX(g.CurrentWindow, scroll_x);
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}
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}
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void ImGui::SetScrollY(float scroll_y)
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void ImGui::SetScrollY(float scroll_y)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiContext& g = *GImGui;
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window->ScrollTarget.y = scroll_y;
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SetScrollY(g.CurrentWindow, scroll_y);
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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}
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void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
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// Note that a local position will vary depending on initial scroll value,
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{
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// This is a little bit confusing so bear with us:
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window->ScrollTarget.x = new_scroll_x;
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// - local_pos = (absolution_pos - window->Pos)
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window->ScrollTargetCenterRatio.x = 0.0f;
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// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
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}
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// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
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// - They mostly exists because of legacy API.
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void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
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// Following the rules above, when trying to work with scrolling code, consider that:
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{
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// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
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window->ScrollTarget.y = new_scroll_y;
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// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
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window->ScrollTargetCenterRatio.y = 0.0f;
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// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
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}
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// Note that a local position will vary depending on initial scroll value
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
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void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
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{
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{
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x);
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window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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window->ScrollTargetEdgeSnapDist.x = 0.0f;
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}
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}
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void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
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void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
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{
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{
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect
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local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect
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window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y);
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window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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window->ScrollTargetEdgeSnapDist.y = 0.0f;
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}
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}
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void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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@ -8205,34 +8236,17 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
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SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
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SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
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}
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}
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// Tweak: snap on edges when aiming at an item very close to the edge,
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// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
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// When we refactor the scrolling API this may be configurable with a flag?
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// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
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static float CalcScrollSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
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{
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if (target <= snap_min + snap_threshold)
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return ImLerp(snap_min, target, center_ratio);
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if (target >= snap_max - snap_threshold)
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return ImLerp(target, snap_max, center_ratio);
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return target;
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}
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// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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void ImGui::SetScrollHereX(float center_x_ratio)
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void ImGui::SetScrollHereX(float center_x_ratio)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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float spacing_x = g.Style.ItemSpacing.x;
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float spacing_x = g.Style.ItemSpacing.x;
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float target_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);
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float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);
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SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
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// Tweak: snap on edges when aiming at an item very close to the edge
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// Tweak: snap on edges when aiming at an item very close to the edge
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const float snap_x_threshold = ImMax(0.0f, window->WindowPadding.x - spacing_x);
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window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
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const float snap_x_min = window->DC.CursorStartPos.x - window->WindowPadding.x;
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const float snap_x_max = window->DC.CursorStartPos.x + window->ContentSize.x + window->WindowPadding.x;
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target_x = CalcScrollSnap(target_x, snap_x_min, snap_x_max, snap_x_threshold, center_x_ratio);
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SetScrollFromPosX(window, target_x - window->Pos.x, center_x_ratio);
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}
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}
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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@ -8241,15 +8255,11 @@ void ImGui::SetScrollHereY(float center_y_ratio)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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float spacing_y = g.Style.ItemSpacing.y;
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float spacing_y = g.Style.ItemSpacing.y;
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float target_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
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float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
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SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
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// Tweak: snap on edges when aiming at an item very close to the edge
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// Tweak: snap on edges when aiming at an item very close to the edge
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const float snap_y_threshold = ImMax(0.0f, window->WindowPadding.y - spacing_y);
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window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
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const float snap_y_min = window->DC.CursorStartPos.y - window->WindowPadding.y;
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const float snap_y_max = window->DC.CursorStartPos.y + window->ContentSize.y + window->WindowPadding.y;
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target_y = CalcScrollSnap(target_y, snap_y_min, snap_y_max, snap_y_threshold, center_y_ratio);
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SetScrollFromPosY(window, target_y - window->Pos.y, center_y_ratio);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -1769,6 +1769,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 ScrollMax;
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ImVec2 ScrollMax;
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
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ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
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ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
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bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
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bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
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bool ViewportOwned;
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bool ViewportOwned;
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@ -2036,10 +2037,10 @@ namespace ImGui
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// Scrolling
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// Scrolling
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IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is
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IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is
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IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x);
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IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
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IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
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IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
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IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
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IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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// Basic Accessors
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