Browse Source

BeginMainMenuBar: Followup to 1e41bad9. Removed public window flag. DisplaySafeAreaPadding defaults to (3,3) instead of (4.4). Comments, tab to spaces, Changelog. (#1439)

omar 7 years ago
parent
commit
6a0b2627ad
5 changed files with 23 additions and 17 deletions
  1. 2 0
      CHANGELOG.txt
  2. 14 13
      imgui.cpp
  3. 2 3
      imgui.h
  4. 2 0
      imgui_demo.cpp
  5. 3 1
      imgui_internal.h

+ 2 - 0
CHANGELOG.txt

@@ -49,6 +49,8 @@ Other Changes:
 
 - Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
 - Window: Fixed default proportional item width lagging by one frame on resize.
+- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
+- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
 
 -----------------------------------------------------------------------
 

+ 14 - 13
imgui.cpp

@@ -831,7 +831,7 @@ ImGuiStyle::ImGuiStyle()
     GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
     DisplayWindowPadding    = ImVec2(22,22);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
-    DisplaySafeAreaPadding  = ImVec2(4,4);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
     MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
     AntiAliasedLines        = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
     AntiAliasedFill         = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
@@ -5802,6 +5802,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->WindowPadding = style.WindowPadding;
         if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
             window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
+        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
 
         // Collapse window by double-clicking on title bar
         // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
@@ -6017,8 +6019,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             // Menu bar
             if (flags & ImGuiWindowFlags_MenuBar)
             {
-                if (flags & ImGuiWindowFlags_MainMenuBar)
-                    window->DC.MenuBarOffset.y = g.Style.DisplaySafeAreaPadding.y;
                 ImRect menu_bar_rect = window->MenuBarRect();
                 menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
                 window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
@@ -6097,9 +6097,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
         window->DC.NavLayerActiveMaskNext = 0x00;
         window->DC.MenuBarAppending = false;
-        window->DC.MenuBarOffset = ImVec2( ImMax(window->WindowPadding.x, style.ItemSpacing.x), 0.0f );
-		if (flags & ImGuiWindowFlags_MainMenuBar)
-			window->DC.MenuBarOffset += g.Style.DisplaySafeAreaPadding;
         window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
         window->DC.ChildWindows.resize(0);
         window->DC.LayoutType = ImGuiLayoutType_Vertical;
@@ -11142,15 +11139,19 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
     return false;
 }
 
+// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
 bool ImGui::BeginMainMenuBar()
 {
     ImGuiContext& g = *GImGui;
+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
     SetNextWindowPos(ImVec2(0.0f, 0.0f));
-    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.Style.DisplaySafeAreaPadding.y + g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
+    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
     PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
     PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
-	bool haveWindow = Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar|ImGuiWindowFlags_MainMenuBar);
-    if (!haveWindow || !BeginMenuBar())
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+    bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
+    if (!is_open)
     {
         End();
         PopStyleVar(2);
@@ -11184,14 +11185,14 @@ bool ImGui::BeginMenuBar()
     BeginGroup(); // Save position
     PushID("##menubar");
     
-    // We don't clip with regular window clipping rectangle as it is already set to the area below. However we clip with window full rect.
-    // We remove 1 worth of rounding to Max.x to that text in long menus don't tend to display over the lower-right rounded area, which looks particularly glitchy.
+    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
+    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
     ImRect bar_rect = window->MenuBarRect();
     ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
     clip_rect.ClipWith(window->WindowRectClipped);
     PushClipRect(clip_rect.Min, clip_rect.Max, false);
 
-    window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);// + g.Style.FramePadding.y);
+    window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
     window->DC.LayoutType = ImGuiLayoutType_Horizontal;
     window->DC.NavLayerCurrent++;
     window->DC.NavLayerCurrentMask <<= 1;
@@ -11231,7 +11232,7 @@ void ImGui::EndMenuBar()
     IM_ASSERT(window->DC.MenuBarAppending);
     PopClipRect();
     PopID();
-    window->DC.MenuBarOffset = ImVec2( window->DC.CursorPos.x - window->MenuBarRect().Min.x, 0.0f );
+    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
     window->DC.GroupStack.back().AdvanceCursor = false;
     EndGroup();
     window->DC.LayoutType = ImGuiLayoutType_Vertical;

+ 2 - 3
imgui.h

@@ -581,8 +581,7 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
-    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
-    ImGuiWindowFlags_MainMenuBar            = 1 << 29   // Don't use! For internal use by BeginMainMenuBar()
+    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
 };
 
 // Flags for ImGui::InputText()
@@ -981,7 +980,7 @@ struct ImGuiStyle
     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
     ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
-    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
     bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
     bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)

+ 2 - 0
imgui_demo.cpp

@@ -2169,6 +2169,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
         ImGui::Text("Alignment");
         ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
         ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
+        ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
+        ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
         ImGui::TreePop();
     }
 

+ 3 - 1
imgui_internal.h

@@ -533,6 +533,7 @@ struct ImGuiNextWindowData
     ImGuiSizeCallback       SizeCallback;
     void*                   SizeCallbackUserData;
     float                   BgAlphaVal;
+    ImVec2                  MenuBarOffsetMinVal;                // This is not exposed publicly, so we don't clear it.
 
     ImGuiNextWindowData()
     {
@@ -544,6 +545,7 @@ struct ImGuiNextWindowData
         SizeCallback = NULL;
         SizeCallbackUserData = NULL;
         BgAlphaVal = FLT_MAX;
+        MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
     }
 
     void    Clear()
@@ -832,7 +834,7 @@ struct IMGUI_API ImGuiDrawContext
     int                     NavLayerActiveMask;     // Which layer have been written to (result from previous frame)
     int                     NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
     bool                    MenuBarAppending;       // FIXME: Remove this
-    ImVec2                  MenuBarOffset;
+    ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
     ImVector<ImGuiWindow*>  ChildWindows;
     ImGuiStorage*           StateStorage;
     ImGuiLayoutType         LayoutType;