UI utilities - "User" scrollbar
A scrollbar that can be used at will rather than on windows only.
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124
ui-utilities.cc
124
ui-utilities.cc
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@ -3,6 +3,7 @@
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#include "c-utilities.hh"
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#include "ui-utilities.hh"
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <imgui_internal.h>
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@ -74,6 +75,129 @@ uint32_t ImGui::ColorHSVAToU32(
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return GetColorU32( out );
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}
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/*------------------------------------------------------------------------------*/
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// Code stolen and modified from ImGui itself
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bool ImGui::UserScrollbar(
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const bool horizontal ,
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const float total ,
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const float display ,
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float* const scrollPos ,
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const ImVec2 topLeft ,
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const float length ,
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char const* const name ) noexcept
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* const window = g.CurrentWindow;
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ImDrawList* const dl = window->DrawList;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID( name ? name :
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( horizontal ? "#UserScrollX" : "#UserScrollY" ) );
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// Render background
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ImRect bb = horizontal
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? ImRect( topLeft , topLeft + ImVec2( length , style.ScrollbarSize ) )
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: ImRect( topLeft , topLeft + ImVec2( style.ScrollbarSize , length ) );
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ImRect contentArea = window->ContentsRegionRect;
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contentArea.Translate( window->Pos );
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if ( !bb.Overlaps( contentArea ) ) {
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return false;
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}
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dl->AddRectFilled( bb.Min , bb.Max , GetColorU32( ImGuiCol_ScrollbarBg ) );
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bb.Expand( ImVec2(
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-ImClamp( (float)(int)( ( bb.Max.x - bb.Min.x - 2.0f ) * 0.5f ) , 0.0f , 3.0f ) ,
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-ImClamp( (float)(int)( ( bb.Max.y - bb.Min.y - 2.0f ) * 0.5f ) , 0.0f , 3.0f ) ) );
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// V denote the main, longer axis of the scrollbar (= height for a
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// vertical scrollbar)
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const float scrollbarSizeV = horizontal ? bb.GetWidth( ) : bb.GetHeight( );
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float scrollV = *scrollPos;
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// Calculate the height of our grabbable box. It generally represent
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// the amount visible (vs the total scrollable amount) But we maintain
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// a minimum size in pixel to allow for the user to still aim inside.
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const float maxSize = ImMax( ImMax( total , display ) , 1.0f );
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const float grabSizePx = ImClamp( scrollbarSizeV * ( display / maxSize ) ,
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style.GrabMinSize , scrollbarSizeV );
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const float grabSizeNorm = grabSizePx / scrollbarSizeV;
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// Handle input right away.
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bool held = false;
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bool hovered = false;
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const bool previouslyHeld = ( g.ActiveId == id );
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ButtonBehavior( bb , id , &hovered , &held );
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const float scrollMax = ImMax( 1.0f , total - display );
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float scrollRatio = ImSaturate( scrollV / scrollMax );
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float grabNorm = scrollRatio * ( scrollbarSizeV - grabSizePx ) / scrollbarSizeV;
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if ( held && grabSizeNorm < 1.0f ) {
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ImGuiStorage* const storage = window->DC.StateStorage;
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const float scrollbarPosV = horizontal ? bb.Min.x : bb.Min.y;
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const float mousePos = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
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float clickDeltaToGrabCenter = storage->GetFloat( id );
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// Click position in scrollbar normalized space (0.0f->1.0f)
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const float clickedVNorm = ImSaturate(
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( mousePos - scrollbarPosV ) / scrollbarSizeV );
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SetHoveredID( id );
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bool seekAbsolute = false;
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if ( !previouslyHeld ) {
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// On initial click calculate the distance between mouse
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// and the center of the grab
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if ( clickedVNorm >= grabNorm && clickedVNorm <= grabNorm + grabSizeNorm ) {
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clickDeltaToGrabCenter = clickedVNorm - grabNorm - grabSizeNorm * 0.5f;
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} else {
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seekAbsolute = true;
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clickDeltaToGrabCenter = 0.0f;
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}
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}
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// Apply scroll
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const float scrollVNorm = ImSaturate(
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( clickedVNorm - clickDeltaToGrabCenter - grabSizeNorm * 0.5f )
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/ ( 1.0f - grabSizeNorm ) );
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scrollV = (float)(int)( 0.5f + scrollVNorm * scrollMax );
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// Update values for rendering
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scrollRatio = ImSaturate( scrollV / scrollMax );
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grabNorm = scrollRatio * ( scrollbarSizeV - grabSizePx ) / scrollbarSizeV;
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// Update distance to grab now that we have seeked and saturated
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if ( seekAbsolute ) {
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clickDeltaToGrabCenter = clickedVNorm - grabNorm - grabSizeNorm * 0.5f;
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}
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storage->SetFloat( id , clickDeltaToGrabCenter );
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}
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// Render
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const ImU32 grabCol = GetColorU32(
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held ? ImGuiCol_ScrollbarGrabActive
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: hovered ? ImGuiCol_ScrollbarGrabHovered
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: ImGuiCol_ScrollbarGrab);
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ImRect grabRect;
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if ( horizontal ) {
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grabRect = ImRect(
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ImLerp( bb.Min.x , bb.Max.x , grabNorm ) , bb.Min.y,
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ImMin( ImLerp( bb.Min.x , bb.Max.x , grabNorm ) + grabSizePx ,
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contentArea.Max.x ) , bb.Max.y );
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} else {
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grabRect = ImRect(
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bb.Min.x, ImLerp( bb.Min.y , bb.Max.y , grabNorm ) ,
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bb.Max.x , ImMin(
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ImLerp( bb.Min.y , bb.Max.y , grabNorm ) + grabSizePx ,
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contentArea.Max.y ) );
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}
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dl->AddRectFilled( grabRect.Min , grabRect.Max , grabCol , style.ScrollbarRounding );
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if ( scrollV != *scrollPos ) {
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*scrollPos = scrollV;
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return true;
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}
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return false;
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}
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/*= T_CameraMouseControl =======================================================*/
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@ -38,6 +38,35 @@ namespace ImGui {
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float value ,
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float alpha ) noexcept;
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/*--------------------------------------------------------------------*/
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/* "User" scrollbar
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*
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* Code ripped from ImGui and modified so it can be used in other
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* circumstances.
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*
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* Parameters:
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* horizontal Horizontal bar if true, vertical bar if false
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* total Total size of the scrolled area
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* display Size of the displayed area
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* pos Pointer to the position, will be updated when
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* scrolled
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* topLeft Top-left corner of the scroll bar
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* length Width of the scrollbar (if horizontal)
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* Height of the scrollbar (if vertical)
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* name Name of the widget; if NULL, #UserScrollX will
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* be used by default for horizontal scrollbars,
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* or #UserScrollY for vertical scrollbars
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*/
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bool UserScrollbar(
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bool horizontal ,
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float total ,
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float display ,
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float* pos ,
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ImVec2 topLeft ,
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float length ,
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char const* name = nullptr ) noexcept;
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} // namespace ImGui
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/*----------------------------------------------------------------------------*/
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