From 7d323e84f3a40cce1a86f34fd05e3a92f1dde8c8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=91=D1=80=D0=B0=D0=BD=D0=B8=D0=BC=D0=B8=D1=80=20=D0=9A?= =?UTF-8?q?=D0=B0=D1=80=D0=B0=D1=9F=D0=B8=D1=9B?= Date: Sat, 6 Aug 2022 22:28:07 -0700 Subject: [PATCH] Updated ImGui. --- 3rdparty/dear-imgui/imgui.cpp | 29 +++++++++++++++------ 3rdparty/dear-imgui/imgui.h | 13 +++++++--- 3rdparty/dear-imgui/imgui_demo.cpp | 20 +++++++++------ 3rdparty/dear-imgui/imgui_internal.h | 6 +++-- 3rdparty/dear-imgui/imgui_widgets.cpp | 36 +++++++++++++++++++++------ examples/common/imgui/imgui.h | 6 ++--- 6 files changed, 77 insertions(+), 33 deletions(-) diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index fcd97e3bd..924eb927b 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -384,7 +384,15 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2022/07/08 (1.88) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). - Official backends from 1.87+ -> no issue. - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! - Custom backends not writing to io.NavInputs[] -> no issue. @@ -1158,6 +1166,8 @@ ImGuiIO::ImGuiIO() #endif ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; @@ -3856,7 +3866,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.NavDisableHighlight = true; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; g.ActiveIdNoClearOnFocusLoss = true; - SetActiveIdUsingNavAndKeys(); + SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) @@ -5227,12 +5237,17 @@ void ImGui::SetItemUsingMouseWheel() } } -void ImGui::SetActiveIdUsingNavAndKeys() +// FIXME: Technically this also prevents use of Gamepad D-Pad, may not be an issue. +void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask.SetAllBits(); + g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END); + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl); + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift); + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt); + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper); NavMoveRequestCancel(); } @@ -5476,7 +5491,6 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); - UpdateWindowInFocusOrderList(window, true, window->Flags); return window; } @@ -6089,8 +6103,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_created = (window == NULL); if (window_just_created) window = CreateNewWindow(name, flags); - else - UpdateWindowInFocusOrderList(window, window_just_created, flags); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) @@ -6118,6 +6130,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update Flags, LastFrameActive, BeginOrderXXX fields if (first_begin_of_the_frame) { + UpdateWindowInFocusOrderList(window, window_just_created, flags); window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; @@ -11212,7 +11225,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) source_drag_active = IsMouseDragging(mouse_button); // Disable navigation and key inputs while dragging + cancel existing request if any - SetActiveIdUsingNavAndKeys(); + SetActiveIdUsingAllKeyboardKeys(); } else { diff --git a/3rdparty/dear-imgui/imgui.h b/3rdparty/dear-imgui/imgui.h index ce0856930..d09f09fb1 100644 --- a/3rdparty/dear-imgui/imgui.h +++ b/3rdparty/dear-imgui/imgui.h @@ -65,7 +65,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.89 WIP" -#define IMGUI_VERSION_NUM 18805 +#define IMGUI_VERSION_NUM 18808 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE @@ -493,8 +493,6 @@ namespace ImGui IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); @@ -503,6 +501,11 @@ namespace ImGui IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. @@ -1900,7 +1903,7 @@ struct ImGuiIO float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. @@ -2949,6 +2952,8 @@ namespace ImGui #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.89 (from August 2022) + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) // OBSOLETED in 1.88 (from May 2022) static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. diff --git a/3rdparty/dear-imgui/imgui_demo.cpp b/3rdparty/dear-imgui/imgui_demo.cpp index 2f63517f8..1e77e31ef 100644 --- a/3rdparty/dear-imgui/imgui_demo.cpp +++ b/3rdparty/dear-imgui/imgui_demo.cpp @@ -1063,15 +1063,21 @@ static void ShowDemoWindowWidgets() static int pressed_count = 0; for (int i = 0; i < 8; i++) { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImGui::PushID(i); - int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); ImGui::PopID(); ImGui::SameLine(); } diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index 50dcbc6a2..193545e20 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -1175,6 +1175,8 @@ enum ImGuiKeyPrivate_ { ImGuiKey_LegacyNativeKey_BEGIN = 0, ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Keyboard_BEGIN = ImGuiKey_NamedKey_BEGIN, + ImGuiKey_Keyboard_END = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1, ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft, @@ -2702,7 +2704,7 @@ namespace ImGui IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); IMGUI_API void GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size); IMGUI_API void SetItemUsingMouseWheel(); - IMGUI_API void SetActiveIdUsingNavAndKeys(); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } @@ -2833,7 +2835,7 @@ namespace ImGui IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index e26b64fee..746e2db82 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -1038,14 +1038,15 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -1064,9 +1065,21 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return pressed; } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. +// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; @@ -1079,9 +1092,14 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I const ImGuiID id = window->GetID("#image"); PopID(); - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + return ret; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) { @@ -7758,7 +7776,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. diff --git a/examples/common/imgui/imgui.h b/examples/common/imgui/imgui.h index 8be75db10..980727775 100644 --- a/examples/common/imgui/imgui.h +++ b/examples/common/imgui/imgui.h @@ -84,12 +84,11 @@ namespace ImGui , const ImVec2& _size , const ImVec2& _uv0 = ImVec2(0.0f, 0.0f) , const ImVec2& _uv1 = ImVec2(1.0f, 1.0f) - , int _framePadding = -1 , const ImVec4& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f) , const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f) ) { - return ImageButton(toId(_handle, _flags, _mip), _size, _uv0, _uv1, _framePadding, _bgCol, _tintCol); + return ImageButton("image", toId(_handle, _flags, _mip), _size, _uv0, _uv1, _bgCol, _tintCol); } // Helper function for passing bgfx::TextureHandle to ImGui::ImageButton. @@ -97,12 +96,11 @@ namespace ImGui , const ImVec2& _size , const ImVec2& _uv0 = ImVec2(0.0f, 0.0f) , const ImVec2& _uv1 = ImVec2(1.0f, 1.0f) - , int _framePadding = -1 , const ImVec4& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f) , const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f) ) { - return ImageButton(_handle, IMGUI_FLAGS_ALPHA_BLEND, 0, _size, _uv0, _uv1, _framePadding, _bgCol, _tintCol); + return ImageButton(_handle, IMGUI_FLAGS_ALPHA_BLEND, 0, _size, _uv0, _uv1, _bgCol, _tintCol); } ///