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Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
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@@ -131,6 +131,7 @@ Other changes:
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of WantVisible. This is set in the same structure because activating text input generally
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requires providing a window to the backend. (#8584, #6341)
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
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- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
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would fail to claim it again the next subsequent click. (#8594)
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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11
imgui.cpp
11
imgui.cpp
@@ -7563,12 +7563,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
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window->InnerClipRect.ClipWithFull(host_rect);
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
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else
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window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
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// SCROLLING
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// Lock down maximum scrolling
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@@ -7681,6 +7675,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
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else
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window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
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window->DC.ItemWidth = window->ItemWidthDefault;
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window->DC.TextWrapPos = -1.0f; // disabled
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window->DC.ItemWidthStack.resize(0);
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@@ -410,9 +410,19 @@ void ImGui::ShowDemoWindow(bool* p_open)
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return;
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}
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// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
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//ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
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// Most framed widgets share a common width settings. Remaining width is used for the label.
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// The width of the frame may be changed with PushItemWidth() or SetNextItemWidth().
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// - Positive value for absolute size, negative value for right-alignment.
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// - The default value is about GetWindowWidth() * 0.65f.
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// - See 'Demo->Layout->Widgets Width' for details.
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// Here we change the frame width based on how much width we want to give to the label.
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const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size.
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const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets.
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const float label_width = IM_MIN(label_width_base, label_width_max);
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ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label.
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//ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels.
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//ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets.
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//ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets.
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// Menu Bar
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DemoWindowMenuBar(&demo_data);
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@@ -4426,6 +4436,17 @@ static void DemoWindowLayout()
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}
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ImGui::PopItemWidth();
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ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))");
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ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f));
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ImGui::DragFloat("float##4a", &f);
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if (show_indented_items)
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{
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ImGui::Indent();
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ImGui::DragFloat("float (indented)##4b", &f);
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ImGui::Unindent();
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}
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ImGui::PopItemWidth();
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// Demonstrate using PushItemWidth to surround three items.
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// Calling SetNextItemWidth() before each of them would have the same effect.
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ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
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