Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 956c041..e490133 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -131,6 +131,7 @@
of WantVisible. This is set in the same structure because activating text input generally
requires providing a window to the backend. (#8584, #6341)
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
+- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
would fail to claim it again the next subsequent click. (#8594)
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
diff --git a/imgui.cpp b/imgui.cpp
index 419098b..df41d97 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -7563,12 +7563,6 @@
window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
window->InnerClipRect.ClipWithFull(host_rect);
- // Default item width. Make it proportional to window size if window manually resizes
- if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
- window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
- else
- window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
-
// SCROLLING
// Lock down maximum scrolling
@@ -7681,6 +7675,11 @@
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+ // Default item width. Make it proportional to window size if window manually resizes
+ if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+ window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
+ else
+ window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
window->DC.ItemWidthStack.resize(0);
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 6901831..82e7d48 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -410,9 +410,19 @@
return;
}
- // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
- 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.
- //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
+ // Most framed widgets share a common width settings. Remaining width is used for the label.
+ // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth().
+ // - Positive value for absolute size, negative value for right-alignment.
+ // - The default value is about GetWindowWidth() * 0.65f.
+ // - See 'Demo->Layout->Widgets Width' for details.
+ // Here we change the frame width based on how much width we want to give to the label.
+ const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size.
+ const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets.
+ const float label_width = IM_MIN(label_width_base, label_width_max);
+ ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label.
+ //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels.
+ //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets.
+ //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets.
// Menu Bar
DemoWindowMenuBar(&demo_data);
@@ -4426,6 +4436,17 @@
}
ImGui::PopItemWidth();
+ ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))");
+ ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f));
+ ImGui::DragFloat("float##4a", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##4b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
+
// Demonstrate using PushItemWidth to surround three items.
// Calling SetNextItemWidth() before each of them would have the same effect.
ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");