Updated ImGui.

This commit is contained in:
Бранимир Караџић 2022-08-06 22:28:07 -07:00
parent acd77dc6c3
commit 7d323e84f3
6 changed files with 77 additions and 33 deletions

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@ -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. 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. 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 1.87+ -> 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! - 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. - Custom backends not writing to io.NavInputs[] -> no issue.
@ -1158,6 +1166,8 @@ ImGuiIO::ImGuiIO()
#endif #endif
ConfigInputTrickleEventQueue = true; ConfigInputTrickleEventQueue = true;
ConfigInputTextCursorBlink = true; ConfigInputTextCursorBlink = true;
ConfigInputTextEnterKeepActive = false;
ConfigDragClickToInputText = false;
ConfigWindowsResizeFromEdges = true; ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false; ConfigWindowsMoveFromTitleBarOnly = false;
ConfigMemoryCompactTimer = 60.0f; ConfigMemoryCompactTimer = 60.0f;
@ -3856,7 +3866,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
g.NavDisableHighlight = true; g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
g.ActiveIdNoClearOnFocusLoss = true; g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingNavAndKeys(); SetActiveIdUsingAllKeyboardKeys();
bool can_move_window = true; bool can_move_window = true;
if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) 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; ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0); IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = ~(ImU32)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(); 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 g.Windows.push_front(window); // Quite slow but rare and only once
else else
g.Windows.push_back(window); g.Windows.push_back(window);
UpdateWindowInFocusOrderList(window, true, window->Flags);
return window; return window;
} }
@ -6089,8 +6103,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool window_just_created = (window == NULL); const bool window_just_created = (window == NULL);
if (window_just_created) if (window_just_created)
window = CreateNewWindow(name, flags); window = CreateNewWindow(name, flags);
else
UpdateWindowInFocusOrderList(window, window_just_created, flags);
// Automatically disable manual moving/resizing when NoInputs is set // Automatically disable manual moving/resizing when NoInputs is set
if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) 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 // Update Flags, LastFrameActive, BeginOrderXXX fields
if (first_begin_of_the_frame) if (first_begin_of_the_frame)
{ {
UpdateWindowInFocusOrderList(window, window_just_created, flags);
window->Flags = (ImGuiWindowFlags)flags; window->Flags = (ImGuiWindowFlags)flags;
window->LastFrameActive = current_frame; window->LastFrameActive = current_frame;
window->LastTimeActive = (float)g.Time; window->LastTimeActive = (float)g.Time;
@ -11212,7 +11225,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
source_drag_active = IsMouseDragging(mouse_button); source_drag_active = IsMouseDragging(mouse_button);
// Disable navigation and key inputs while dragging + cancel existing request if any // Disable navigation and key inputs while dragging + cancel existing request if any
SetActiveIdUsingNavAndKeys(); SetActiveIdUsingAllKeyboardKeys();
} }
else else
{ {

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@ -65,7 +65,7 @@ Index of this file:
// Version // 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) // (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 "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_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #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 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 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 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 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, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned 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 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 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 // 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 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. // - 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 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 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 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. 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. void* UserData; // = NULL // Store your own data for retrieval by callbacks.
@ -2949,6 +2952,8 @@ namespace ImGui
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui 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) // 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 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. static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.

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@ -1063,15 +1063,21 @@ static void ShowDemoWindowWidgets()
static int pressed_count = 0; static int pressed_count = 0;
for (int i = 0; i < 8; i++) 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); ImGui::PushID(i);
int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) 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 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 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 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 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 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 (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
pressed_count += 1; pressed_count += 1;
if (i > 0)
ImGui::PopStyleVar();
ImGui::PopID(); ImGui::PopID();
ImGui::SameLine(); ImGui::SameLine();
} }

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@ -1175,6 +1175,8 @@ enum ImGuiKeyPrivate_
{ {
ImGuiKey_LegacyNativeKey_BEGIN = 0, ImGuiKey_LegacyNativeKey_BEGIN = 0,
ImGuiKey_LegacyNativeKey_END = 512, ImGuiKey_LegacyNativeKey_END = 512,
ImGuiKey_Keyboard_BEGIN = ImGuiKey_NamedKey_BEGIN,
ImGuiKey_Keyboard_END = ImGuiKey_GamepadStart,
ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1, ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1,
ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft, ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft,
@ -2702,7 +2704,7 @@ namespace ImGui
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
IMGUI_API void GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size); IMGUI_API void GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size);
IMGUI_API void SetItemUsingMouseWheel(); 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 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 bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(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 bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API void Scrollbar(ImGuiAxis axis); 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 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 ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners

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@ -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) // 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. // 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; ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) if (window->SkipItems)
return false; 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); ItemSize(bb);
if (!ItemAdd(bb, id)) if (!ItemAdd(bb, id))
return false; return false;
@ -1064,9 +1065,21 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size
return pressed; return pressed;
} }
// frame_padding < 0: uses FramePadding from style (default) 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)
// frame_padding = 0: no framing {
// frame_padding > 0: set framing size 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) 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; 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"); const ImGuiID id = window->GetID("#image");
PopID(); PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; if (frame_padding >= 0)
return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); 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) 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 // Called on manual closure attempt
void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) 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)) if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{ {
// This will remove a frame of lag for selecting another tab on closure. // This will remove a frame of lag for selecting another tab on closure.

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@ -84,12 +84,11 @@ namespace ImGui
, const ImVec2& _size , const ImVec2& _size
, const ImVec2& _uv0 = ImVec2(0.0f, 0.0f) , const ImVec2& _uv0 = ImVec2(0.0f, 0.0f)
, const ImVec2& _uv1 = ImVec2(1.0f, 1.0f) , 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& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f)
, const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f) , 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. // Helper function for passing bgfx::TextureHandle to ImGui::ImageButton.
@ -97,12 +96,11 @@ namespace ImGui
, const ImVec2& _size , const ImVec2& _size
, const ImVec2& _uv0 = ImVec2(0.0f, 0.0f) , const ImVec2& _uv0 = ImVec2(0.0f, 0.0f)
, const ImVec2& _uv1 = ImVec2(1.0f, 1.0f) , 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& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f)
, const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f) , 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);
} }
/// ///