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TabBar: Internals: added TabItemIsContentsAppearing() and reworked 50ae760. (#9581)
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50ae760fce
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@ -2983,7 +2983,7 @@ struct IMGUI_API ImGuiTabBar
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ImS8 BeginCount;
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bool WantLayout;
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bool VisibleTabWasSubmitted;
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bool VisibleTabContentsJustAppeared;
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bool LastTabItemContentsAppearing;
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bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
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bool ScrollButtonEnabled;
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ImS16 TabsActiveCount; // Number of tabs submitted this frame.
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@ -3778,6 +3778,7 @@ namespace ImGui
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IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
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IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
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IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
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IMGUI_API bool TabItemIsContentsAppearing();
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IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width);
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IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
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IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
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@ -10323,7 +10323,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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// Lock in visible tab
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tab_bar->VisibleTabContentsId = tab_bar->SelectedTabId;
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tab_bar->VisibleTabWasSubmitted = tab_bar->VisibleTabContentsJustAppeared = false;
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tab_bar->VisibleTabWasSubmitted = tab_bar->LastTabItemContentsAppearing = false;
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// Apply request requests
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if (scroll_to_tab_id != 0)
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@ -10752,6 +10752,12 @@ void ImGui::EndTabItem()
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PopID();
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}
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bool ImGui::TabItemIsContentsAppearing()
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{
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ImGuiContext& g = *GImGui;
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return g.CurrentTabBar->LastTabItemContentsAppearing;
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}
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bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -10863,20 +10869,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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TabBarQueueFocus(tab_bar, tab);
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}
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// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
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if (tab_bar->VisibleTabContentsId == 0 && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
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if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
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tab_bar->VisibleTabContentsId = id;
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// Lock visibility
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// (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
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bool tab_contents_visible = (tab_bar->VisibleTabContentsId == id);
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// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
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if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
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if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
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tab_contents_visible = true;
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const bool tab_contents_visible = (tab_bar->VisibleTabContentsId == id);
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if (tab_contents_visible)
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{
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tab_bar->VisibleTabWasSubmitted = true;
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tab_bar->VisibleTabContentsJustAppeared = tab_contents_visible && !tab->ContentsIsVisible;
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}
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tab_bar->LastTabItemContentsAppearing = tab_contents_visible && !tab->ContentsIsVisible;
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tab->ContentsIsVisible = tab_contents_visible;
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// Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
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