diff --git a/imgui.cpp b/imgui.cpp index 743616e..b9f0214 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5555,6 +5555,7 @@ ImGuiState& g = *GImGui; const ImGuiStyle& style = g.Style; + const ImVec2 padding = display_frame ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); IM_ASSERT(str_id != NULL || label != NULL); if (str_id == NULL) @@ -5563,23 +5564,25 @@ label = str_id; const ImGuiID id = window->GetID(str_id); - // Framed header expand a little outside the default padding const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float text_base_offset_y = display_frame ? ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - style.FramePadding.y) : window->DC.CurrentLineTextBaseOffset; // Acquire before ItemAdd() - const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), label_size.y + (display_frame ? style.FramePadding.y * 2 : 0.0f)); // We vertically grow up to current line height up the typical widget height. + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); + const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), label_size.y + padding.y*2); // We vertically grow up to current line height up the typical widget height. ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { + // Framed header expand a little outside the default padding frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; } - const float collapser_width = g.FontSize + style.FramePadding.x*2; - const float text_width = collapser_width + (label_size.x > 0.0f ? label_size.x + style.FramePadding.x*2: 0.0f); // Include collapser + const float collapser_width = g.FontSize + padding.x*2; + const float text_width = collapser_width + (label_size.x > 0.0f ? label_size.x + padding.x*2: 0.0f); // Include collapser const ImVec2 layout_size = ImVec2(text_width, frame_height); ItemSize(layout_size, text_base_offset_y); - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); // Arbitrary allowing to click past 2 worth of ItemSpacing + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + // (Ideally we'd want to add a flag for the user to specify we want want the hit test to be done up to the right side of the content or not) + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); bool opened = TreeNodeBehaviorIsOpened(id, (default_open ? ImGuiTreeNodeFlags_DefaultOpen : 0) | (display_frame ? ImGuiTreeNodeFlags_NoAutoExpandOnLog : 0)); if (!ItemAdd(interact_bb, &id)) return opened; @@ -5598,8 +5601,8 @@ { // Framed type RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); - RenderCollapseTriangle(frame_bb.Min + style.FramePadding + ImVec2(0.0f, text_base_offset_y), opened, 1.0f, true); - const ImVec2 text_pos = frame_bb.Min + style.FramePadding + ImVec2(collapser_width, text_base_offset_y); + RenderCollapseTriangle(frame_bb.Min + padding + ImVec2(0.0f, text_base_offset_y), opened, 1.0f, true); + const ImVec2 text_pos = frame_bb.Min + padding + ImVec2(collapser_width, text_base_offset_y); if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -5620,7 +5623,7 @@ if (hovered) RenderFrame(frame_bb.Min, frame_bb.Max, col, false); - RenderCollapseTriangle(frame_bb.Min + ImVec2(style.FramePadding.x, g.FontSize*0.15f + text_base_offset_y), opened, 0.70f, false); + RenderCollapseTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), opened, 0.70f, false); if (g.LogEnabled) LogRenderedText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), ">"); RenderText(frame_bb.Min + ImVec2(collapser_width, text_base_offset_y), label);