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@@ -1133,6 +1133,7 @@ ImGuiStyle::ImGuiStyle()
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WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
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WindowMinSize = ImVec2(32,32); // Minimum window size
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WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
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+ WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
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ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
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ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
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PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
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@@ -3453,6 +3454,8 @@ void ImGui::NewFrame()
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IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
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IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
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+ IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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+
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for (int n = 0; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
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@@ -5054,30 +5057,54 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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}
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}
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+// Render title text, collapse button, close button
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void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
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{
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImGuiWindowFlags flags = window->Flags;
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- // Close & collapse button are on layer 1 (same as menus) and don't default focus
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+ const bool has_close_button = (p_open != NULL);
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+ const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse);
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+
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+ // Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
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const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
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window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
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window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
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- // Collapse button
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- if (!(flags & ImGuiWindowFlags_NoCollapse))
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- if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
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- window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
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+ // Layout buttons
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+ // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
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+ float pad_l = style.FramePadding.x;
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+ float pad_r = style.FramePadding.x;
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+ float button_sz = g.FontSize;
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+ ImVec2 close_button_pos;
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+ ImVec2 collapse_button_pos;
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+ if (has_close_button)
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+ {
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+ pad_r += button_sz;
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+ close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
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+ }
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+ if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
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+ {
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+ pad_r += button_sz;
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+ collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
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+ }
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+ if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
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+ {
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+ collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
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+ pad_l += button_sz;
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+ }
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+
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+ // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
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+ if (has_collapse_button)
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+ if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
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+ window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
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// Close button
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- if (p_open != NULL)
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- {
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- const float button_sz = g.FontSize;
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- if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x * 2.0f - button_sz, window->Pos.y)))
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+ if (has_close_button)
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+ if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
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*p_open = false;
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- }
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window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
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window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
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@@ -5088,21 +5115,30 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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const char* UNSAVED_DOCUMENT_MARKER = "*";
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const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
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const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
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- ImRect text_r = title_bar_rect;
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- float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
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- float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
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- if (style.WindowTitleAlign.x > 0.0f)
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- pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
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- text_r.Min.x += pad_left;
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- text_r.Max.x -= pad_right;
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- ImRect clip_rect = text_r;
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- clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
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- RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
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+
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+ // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
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+ // while uncentered title text will still reach edges correct.
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+ if (pad_l > style.FramePadding.x)
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+ pad_l += g.Style.ItemInnerSpacing.x;
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+ if (pad_r > style.FramePadding.x)
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+ pad_r += g.Style.ItemInnerSpacing.x;
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+ if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
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+ {
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+ float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
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+ float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
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+ pad_l = ImMax(pad_l, pad_extend * centerness);
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+ pad_r = ImMax(pad_r, pad_extend * centerness);
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+ }
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+
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+ ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
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+ ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);
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+ //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
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+ RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
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if (flags & ImGuiWindowFlags_UnsavedDocument)
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{
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- ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
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+ ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
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ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
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- RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
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+ RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
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}
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}
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