1
0
mirror of https://github.com/wolfpld/tracy.git synced 2025-03-20 07:40:02 +08:00

Update ImGui to 1.89.5 + docking.

This commit is contained in:
Bartosz Taudul
2023-04-16 00:22:05 +02:00
parent 5aaa4fcaf7
commit 72dfab80f8
13 changed files with 574 additions and 304 deletions
+119 -40
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.89.4
// dear imgui, v1.89.5
// (widgets code)
/*
@@ -622,7 +622,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true;
SetActiveID(id, window);
g.ActiveIdSource = ImGuiInputSource_Nav;
g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
}
@@ -638,7 +638,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
const int mouse_button = g.ActiveIdMouseButton;
if (IsMouseDown(mouse_button, test_owner_id))
if (mouse_button == -1)
{
// Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
ClearActiveID();
}
else if (IsMouseDown(mouse_button, test_owner_id))
{
held = true;
}
@@ -660,7 +665,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
// When activated using Nav, we hold on the ActiveID until activation button is released
if (g.NavActivateDownId != id)
@@ -827,7 +832,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter();
if (hovered)
window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);
window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col);
float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
@@ -854,7 +859,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
if (hovered || held)
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12);
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col);
if (dock_node)
RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col);
@@ -1239,17 +1244,18 @@ bool ImGui::RadioButton(const char* label, bool active)
MarkItemEdited(id);
RenderNavHighlight(total_bb, id);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
if (active)
{
const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
}
if (style.FrameBorderSize > 0.0f)
{
window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
}
ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
@@ -2251,7 +2257,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
if (g.IO.KeyShift)
adjust_delta *= 10.0f;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
@@ -2358,7 +2364,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
ClearActiveID();
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
ClearActiveID();
}
if (g.ActiveId != id)
@@ -2827,7 +2833,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
set_new_value = true;
}
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
if (g.ActiveIdIsJustActivated)
{
@@ -3306,7 +3312,7 @@ void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t
*fmt_out = 0; // Zero-terminate
}
// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt_in);
@@ -3317,7 +3323,7 @@ const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out,
while (fmt_in < fmt_end)
{
char c = *fmt_in++;
if (!has_type && ((c >= '0' && c <= '9') || c == '.'))
if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))
continue;
has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
@@ -3456,7 +3462,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
bool value_changed = false;
if (p_step != NULL)
if (p_step == NULL)
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
}
else
{
const float button_size = GetFrameHeight();
@@ -3499,11 +3510,6 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
PopID();
EndGroup();
}
else
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
}
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
@@ -3705,10 +3711,34 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob
r->num_chars = (int)(text_remaining - (text + line_start_idx));
}
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; }
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }
static bool is_separator(unsigned int c)
{
return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!';
}
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
{
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool prev_separ = is_separator(obj->TextW[idx - 1]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx]);
bool curr_separ = is_separator(obj->TextW[idx]);
return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
{
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx]);
bool prev_separ = is_separator(obj->TextW[idx]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool curr_separ = is_separator(obj->TextW[idx - 1]);
return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
@@ -4005,6 +4035,21 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st
p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);
}
// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
// but that more likely be attractive when we do have _NoLiveEdit flag available.
void ImGui::InputTextDeactivateHook(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiInputTextState* state = &g.InputTextState;
if (id == 0 || state->ID != id)
return;
g.InputTextDeactivatedState.ID = state->ID;
g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data ? state->TextA.Data : "", state->CurLenA + 1);
}
// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
@@ -4110,7 +4155,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state.
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);
const bool init_state = (init_make_active || user_scroll_active);
if ((init_state && g.ActiveId != id) || init_changed_specs)
@@ -4119,6 +4164,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state = &g.InputTextState;
state->CursorAnimReset();
// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
InputTextDeactivateHook(state->ID);
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
const int buf_len = (int)strlen(buf);
@@ -4531,6 +4579,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Push records into the undo stack so we can CTRL+Z the revert operation itself
apply_new_text = state->InitialTextA.Data;
apply_new_text_length = state->InitialTextA.Size - 1;
value_changed = true;
ImVector<ImWchar> w_text;
if (apply_new_text_length > 0)
{
@@ -4644,10 +4693,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
apply_new_text = state->TextA.Data;
apply_new_text_length = state->CurLenA;
value_changed = true;
}
}
}
// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
if (g.InputTextDeactivatedState.ID == id)
{
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly)
{
apply_new_text = g.InputTextDeactivatedState.TextA.Data;
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
value_changed |= (strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0);
//IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
}
g.InputTextDeactivatedState.ID = 0;
}
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
if (apply_new_text != NULL)
{
@@ -4675,7 +4738,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
@@ -5589,7 +5651,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
@@ -5599,13 +5661,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
ImVec2 uv_white = GetFontTexUvWhitePixel();
draw_list->PrimReserve(6, 6);
draw_list->PrimReserve(3, 3);
draw_list->PrimVtx(tra, uv_white, hue_color32);
draw_list->PrimVtx(trb, uv_white, hue_color32);
draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->PrimVtx(tra, uv_white, 0);
draw_list->PrimVtx(trb, uv_white, col_black);
draw_list->PrimVtx(trc, uv_white, 0);
draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
}
@@ -5628,9 +5687,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
// Render alpha bar
if (alpha_bar)
@@ -7033,7 +7093,7 @@ void ImGui::EndMainMenuBar()
// FIXME: With this strategy we won't be able to restore a NULL focus.
ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL);
End();
}
@@ -7584,6 +7644,12 @@ void ImGui::EndTabBar()
g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
}
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)
{
return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
}
// This is called only once a frame before by the first call to ItemTab()
// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
@@ -7790,9 +7856,23 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
// Update scrolling
// Apply request requests
if (scroll_to_tab_id != 0)
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
{
const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
{
const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
}
SetKeyOwner(wheel_key, tab_bar->ID);
}
// Update scrolling
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
@@ -7966,8 +8046,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui
int order = TabBarGetTabOrder(tab_bar, tab);
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
// FIXME: This is all confusing.
float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
// We make all tabs positions all relative Sections[0].Width to make code simpler
float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);