Internal: Extracted some of the Begin code into RenderWindowTitleBarContents().
diff --git a/imgui.cpp b/imgui.cpp
index 7f433ee..d3ad06f 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1076,7 +1076,8 @@
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
-static void RenderOuterBorders(ImGuiWindow* window);
+static void RenderWindowOuterBorders(ImGuiWindow* window);
+static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
}
@@ -4926,7 +4927,7 @@
window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping);
}
-static void ImGui::RenderOuterBorders(ImGuiWindow* window)
+static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
float rounding = window->WindowRounding;
@@ -4963,6 +4964,58 @@
}
}
+void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ ImGuiWindowFlags flags = window->Flags;
+
+ // Close & collapse button are on layer 1 (same as menus) and don't default focus
+ const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
+ window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
+
+ // Collapse button
+ if (!(flags & ImGuiWindowFlags_NoCollapse))
+ if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
+ window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
+
+ // Close button
+ if (p_open != NULL)
+ {
+ const float rad = g.FontSize * 0.5f;
+ if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1))
+ *p_open = false;
+ }
+
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+ window->DC.ItemFlags = item_flags_backup;
+
+ // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
+ // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
+ const char* UNSAVED_DOCUMENT_MARKER = "*";
+ const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
+ const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
+ ImRect text_r = title_bar_rect;
+ float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
+ float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
+ if (style.WindowTitleAlign.x > 0.0f)
+ pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
+ text_r.Min.x += pad_left;
+ text_r.Max.x -= pad_right;
+ ImRect clip_rect = text_r;
+ 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()
+ RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+ if (flags & ImGuiWindowFlags_UnsavedDocument)
+ {
+ 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);
+ ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
+ RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
+ }
+}
+
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
@@ -4978,7 +5031,7 @@
}
}
-// Push a new ImGui window to add widgets to.
+// Push a new Dear ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
@@ -5438,7 +5491,7 @@
}
// Borders
- RenderOuterBorders(window);
+ RenderWindowOuterBorders(window);
}
// Draw navigation selection/windowing rectangle border
@@ -5508,52 +5561,7 @@
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
- {
- // Close & collapse button are on layer 1 (same as menus) and don't default focus
- const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
- window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
- window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
-
- // Collapse button
- if (!(flags & ImGuiWindowFlags_NoCollapse))
- if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
- window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
-
- // Close button
- if (p_open != NULL)
- {
- const float rad = g.FontSize * 0.5f;
- if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1))
- *p_open = false;
- }
-
- window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
- window->DC.ItemFlags = item_flags_backup;
-
- // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
- // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code..
- const char* UNSAVED_DOCUMENT_MARKER = "*";
- float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
- ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
- ImRect text_r = title_bar_rect;
- float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
- float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
- if (style.WindowTitleAlign.x > 0.0f)
- pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
- text_r.Min.x += pad_left;
- text_r.Max.x -= pad_right;
- ImRect clip_rect = text_r;
- 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()
- RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
- if (flags & ImGuiWindowFlags_UnsavedDocument)
- {
- 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);
- ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
- RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
- }
- }
+ RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
// Pressing CTRL+C while holding on a window copy its content to the clipboard
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.