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Tweak four-corners resize grip code. Added ImRect::FixInverted() help…
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…er. (#822)
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ocornut committed Dec 6, 2017
1 parent 90ae1c5 commit e103fe8
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Showing 2 changed files with 21 additions and 19 deletions.
39 changes: 20 additions & 19 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4214,19 +4214,17 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co

struct ImGuiResizeGripDef
{
const char* StrId;
ImVec2 CornerNorm;
ImVec2 CornerPos;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
ImGuiMouseCursor MouseCursor;
};

const ImGuiResizeGripDef resize_grip_def[4] =
{
{ "#RESIZE0", ImVec2(1,1), ImVec2(-1,-1), 0, 3, ImGuiMouseCursor_ResizeNWSE }, // Lower right
{ "#RESIZE1", ImVec2(0,1), ImVec2(+1,-1), 3, 6, ImGuiMouseCursor_ResizeNESW }, // Lower left
{ "#RESIZE2", ImVec2(0,0), ImVec2(+1,+1), 6, 9, ImGuiMouseCursor_ResizeNWSE }, // Upper left
{ "#RESIZE3", ImVec2(1,0), ImVec2(-1,+1), 9,12, ImGuiMouseCursor_ResizeNESW }, // Upper right
{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};

// Push a new ImGui window to add widgets to.
Expand Down Expand Up @@ -4567,26 +4565,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Handle resize for: Resize Grips, Gamepad
ImU32 resize_grip_col[4] = { 0 };
const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
const float resize_corner_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);

const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
{
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);

// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerNorm);
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);

// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect;
resize_rect.Add(corner);
resize_rect.Add(corner + grip.InnerDir * (float)(int)(resize_corner_size * 0.75f));
ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
resize_rect.FixInverted();
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID(grip.StrId), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
ButtonBehavior(resize_rect, window->GetID((void*)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds);
if (hovered || held)
g.MouseCursor = grip.MouseCursor;
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;

if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
{
Expand All @@ -4598,11 +4598,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerNorm; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerNorm, &pos_target, &size_target);
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
}
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
PopID();

// Apply back modified position/size to window
if (size_target.x != FLT_MAX)
Expand Down Expand Up @@ -4651,9 +4652,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerNorm);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_corner_size) : ImVec2(resize_corner_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_corner_size, window_border_size) : ImVec2(window_border_size, resize_corner_size)));
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
}
Expand Down
1 change: 1 addition & 0 deletions imgui_internal.h
Original file line number Diff line number Diff line change
Expand Up @@ -281,6 +281,7 @@ struct IMGUI_API ImRect
void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
bool IsFinite() const { return Min.x != FLT_MAX; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
Expand Down

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