ImGuiFullscreen: Allow smooth scrolling
This commit is contained in:
@@ -5,8 +5,8 @@
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<ClInclude Include="include\imconfig.h" />
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<ClInclude Include="include\imgui.h" />
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<ClInclude Include="include\imgui_freetype.h" />
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<ClInclude Include="include\imgui_internal.h" />
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<ClInclude Include="include\imgui_stdlib.h" />
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<ClInclude Include="src\imgui_internal.h" />
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<ClInclude Include="src\imstb_rectpack.h" />
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<ClInclude Include="src\imstb_textedit.h" />
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<ClInclude Include="src\imstb_truetype.h" />
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@@ -3,12 +3,12 @@
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<ItemGroup>
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<ClInclude Include="include\imconfig.h" />
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<ClInclude Include="include\imgui.h" />
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<ClInclude Include="src\imgui_internal.h" />
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<ClInclude Include="src\imstb_rectpack.h" />
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<ClInclude Include="src\imstb_textedit.h" />
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<ClInclude Include="src\imstb_truetype.h" />
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<ClInclude Include="include\imgui_stdlib.h" />
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<ClInclude Include="include\imgui_freetype.h" />
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<ClInclude Include="include\imgui_internal.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\imgui_widgets.cpp" />
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@@ -1717,6 +1717,7 @@ enum ImGuiStyleVar_
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ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
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ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
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ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
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ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth
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ImGuiStyleVar_COUNT
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};
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@@ -2180,6 +2181,8 @@ struct ImGuiStyle
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ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
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ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
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float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.
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IMGUI_API ImGuiStyle();
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IMGUI_API void ScaleAllSizes(float scale_factor);
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};
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@@ -2618,7 +2618,8 @@ struct IMGUI_API ImGuiWindow
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ImGuiID MoveId; // == window->GetID("#MOVE")
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ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
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ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
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ImVec2 Scroll;
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ImVec2 Scroll; // Current Visible Scroll position
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ImVec2 ScrollExpected; // Current Expected Scroll position
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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 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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+45
-7
@@ -1303,6 +1303,7 @@ ImGuiStyle::ImGuiStyle()
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HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
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HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
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HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
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ScrollSmooth = 1.0f; // Disabled by default. It's just immediate jump from ScrollExpected to the visual Scroll.
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// Default theme
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ImGui::StyleColorsDark(this);
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@@ -3297,6 +3298,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
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{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
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{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
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{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
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{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollSmooth) }, // ImGuiStyleVar_ScrollSmooth
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};
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const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
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@@ -3926,6 +3928,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
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IDStack.push_back(ID);
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MoveId = GetID("#MOVE");
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ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
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ScrollExpected = ImVec2(0, 0);
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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AutoFitFramesX = AutoFitFramesY = -1;
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AutoPosLastDirection = ImGuiDir_None;
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@@ -9524,7 +9527,7 @@ void ImGui::UpdateMouseWheel()
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LockWheelingWindow(window, wheel.x);
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float max_step = window->InnerRect.GetWidth() * 0.67f;
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float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
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SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
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SetScrollX(window, window->ScrollExpected.x - wheel.x * scroll_step);
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g.WheelingWindowScrolledFrame = g.FrameCount;
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}
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if (do_scroll[ImGuiAxis_Y])
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@@ -9532,7 +9535,7 @@ void ImGui::UpdateMouseWheel()
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LockWheelingWindow(window, wheel.y);
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float max_step = window->InnerRect.GetHeight() * 0.67f;
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float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
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SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
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SetScrollY(window, window->ScrollExpected.y - wheel.y * scroll_step);
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g.WheelingWindowScrolledFrame = g.FrameCount;
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}
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}
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@@ -10761,11 +10764,46 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
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float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
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scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
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}
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scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
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window->ScrollExpected[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
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}
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scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
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// Based on https://github.com/ocornut/imgui/pull/7348
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// TODO: Make it not dependent on frame rate, easiest way would be to multiply by delta_time / (1/60).
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// Smooth scroll.
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// Instead use "Scroll" value in the window, all setters that sets the scroll absolutely now points to
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// "ScrollExpected" Here, we take from ScrollTarget (from some functions like ScrollHere + mouse wheel) to set
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// the ScrollExpected value Also, Scroll var in window is processed to meet ScrollExpected Value
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//
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// The formula is pretty simple to generate a smooth scrolling that can be tweaked just by one float value.
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//
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// The Float is "ImGuiStyleVar_ScrollSmooth". Can be set on the style or via PushStyleVar.
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// A Value of 1.0f is just inmediate (transported from ScrollExpected to Scroll).
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// A Value higher of 1.0f will make the scrolling smoother.
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//
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// The ScrollExpected is also clamped (as previously the "Scroll" value) from 0 to sScrollMax
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//
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// The approach is frame bounded and not time bounded.
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// It should be prefereable use a time bounded approach but this is pretty simple so we don't need to add extra
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// vars to save a scrolling "start" time to have a delta / deal with posible increments during the scrolling
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// itself (restar timer) Anyway it should not be complicated to add but this approach is small, simple, can be
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// user or not and works pretty well
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//
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window->ScrollExpected[axis] = IM_ROUND(ImMax(window->ScrollExpected[axis], 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
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window->ScrollExpected[axis] = ImMin(window->ScrollExpected[axis], window->ScrollMax[axis]);
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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if (scroll[axis] != window->ScrollExpected[axis])
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{
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const float multiplier = GImGui->IO.DeltaTime / (1.0f / 60.0f);
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const float diff = window->ScrollExpected[axis] - scroll[axis];
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if (diff > 0)
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scroll[axis] += ImMin(diff, (diff / (style.ScrollSmooth * multiplier)));
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else
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scroll[axis] -= ImMin(-diff, (-diff / (style.ScrollSmooth * multiplier)));
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scroll[axis] = window->Appearing ? window->ScrollExpected[axis] : scroll[axis];
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}
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}
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return scroll;
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}
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@@ -10858,13 +10896,13 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
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float ImGui::GetScrollX()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.x;
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return window->ScrollExpected.x;
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}
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float ImGui::GetScrollY()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.y;
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return window->ScrollExpected.y;
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}
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float ImGui::GetScrollMaxX()
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@@ -933,9 +933,9 @@ void ImGui::Scrollbar(ImGuiAxis axis)
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}
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float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
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float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
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ImS64 scroll = (ImS64)window->Scroll[axis];
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ImS64 scroll = (ImS64)window->ScrollExpected[axis];
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ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
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window->Scroll[axis] = (float)scroll;
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window->ScrollExpected[axis] = (float)scroll;
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}
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// Vertical/Horizontal scrollbar
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