This commit is contained in:
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de9f8944ea
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68
imgui.cpp
68
imgui.cpp
@ -150,6 +150,7 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
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- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
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- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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@ -729,7 +730,7 @@ ImGuiStyle::ImGuiStyle()
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WindowPadding = ImVec2(8,8); // Padding within a window
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WindowMinSize = ImVec2(32,32); // Minimum window size
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WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
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WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
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ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
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FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
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FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
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@ -2868,7 +2869,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
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// Default clip_rect uses (pos_min,pos_max)
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// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
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void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImRect* clip_rect)
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void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
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{
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// Hide anything after a '##' string
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const char* text_display_end = FindRenderedTextEnd(text, text_end);
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@ -2889,10 +2890,9 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
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if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
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need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
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// Align whole block (we should defer that to the better rendering function)
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if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
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else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
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if (align & ImGuiAlign_VCenter) pos.y = ImMax(pos.y, (pos.y + pos_max.y - text_size.y) * 0.5f);
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// Align whole block (we should defer that to the better rendering function
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if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
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if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
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// Render
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if (need_clipping)
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@ -4307,15 +4307,15 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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if (!(flags & ImGuiWindowFlags_NoCollapse))
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RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
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ImVec2 text_min = window->Pos + style.FramePadding;
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ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
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ImVec2 text_min = window->Pos;
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ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y);
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ImRect clip_rect;
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clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
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bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
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bool pad_right = (p_open != NULL);
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if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
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if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
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if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
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float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
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float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
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if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
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text_min.x += pad_left;
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text_max.x -= pad_right;
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clip_rect.Min = ImVec2(text_min.x, window->Pos.y);
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RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
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}
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@ -4694,26 +4694,6 @@ static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
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return &GStyleVarInfo[idx];
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}
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void ImGui::PushStyleVar(ImGuiStyleVar idx, int val)
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{
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const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
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if (var_info->Type == ImGuiDataType_Int)
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{
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int* pvar = (int*)var_info->GetVarPtr();
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GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = val;
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return;
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}
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if (var_info->Type == ImGuiDataType_Float)
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{
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float* pvar = (float*)var_info->GetVarPtr();
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GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = (float)val;
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return;
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}
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IM_ASSERT(0); // Called function with wrong-type? Variable is not a int.
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}
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void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
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{
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const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
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@ -5470,7 +5450,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
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// Render
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const char* value_text_begin = &g.TempBuffer[0];
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const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
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RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImGuiAlign_VCenter);
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RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
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if (label_size.x > 0.0f)
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RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
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}
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@ -5603,7 +5583,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
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// Render
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const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, ImGuiAlign_Center | ImGuiAlign_VCenter);
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RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, style.ButtonTextAlign);
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// Automatically close popups
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//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
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@ -5970,12 +5950,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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const char log_prefix[] = "\n##";
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const char log_suffix[] = "##";
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LogRenderedText(text_pos, log_prefix, log_prefix+3);
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size, ImVec2(0.0f,0.0f));
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LogRenderedText(text_pos, log_suffix+1, log_suffix+3);
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}
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else
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{
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
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RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size, ImVec2(0.0f,0.0f));
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}
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}
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else
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@ -6602,7 +6582,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
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char value_buf[64];
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const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
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RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
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RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
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if (label_size.x > 0.0f)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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@ -6649,7 +6629,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
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// For the vertical slider we allow centered text to overlap the frame padding
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char value_buf[64];
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char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
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RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
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RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
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if (label_size.x > 0.0f)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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@ -6899,7 +6879,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
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// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
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char value_buf[64];
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const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
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RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
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RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
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if (label_size.x > 0.0f)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
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@ -7150,7 +7130,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
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// Text overlay
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if (overlay_text)
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RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImGuiAlign_Center);
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RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
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if (label_size.x > 0.0f)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
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@ -7226,7 +7206,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
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ImVec2 overlay_size = CalcTextSize(overlay, NULL);
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if (overlay_size.x > 0.0f)
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RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb);
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RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
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}
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bool ImGui::Checkbox(const char* label, bool* v)
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@ -8440,7 +8420,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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{
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const char* item_text;
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if (items_getter(data, *current_item, &item_text))
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RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL);
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RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));
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}
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if (label_size.x > 0)
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@ -8586,7 +8566,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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}
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if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size);
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RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
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if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
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// Automatically close popups
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16
imgui.h
16
imgui.h
@ -70,7 +70,6 @@ typedef void* ImTextureID; // user data to identify a texture (this is
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typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
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typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
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typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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@ -176,7 +175,6 @@ namespace ImGui
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IMGUI_API void PopFont();
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IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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IMGUI_API void PopStyleColor(int count = 1);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, int val);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
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IMGUI_API void PopStyleVar(int count = 1);
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@ -651,16 +649,6 @@ enum ImGuiStyleVar_
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ImGuiStyleVar_Count_
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};
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enum ImGuiAlign_
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{
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ImGuiAlign_Left = 1 << 0,
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ImGuiAlign_Center = 1 << 1,
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ImGuiAlign_Right = 1 << 2,
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ImGuiAlign_Top = 1 << 3,
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ImGuiAlign_VCenter = 1 << 4,
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ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
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};
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// Enumeration for ColorEditMode()
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// FIXME-OBSOLETE: Will be replaced by future color/picker api
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enum ImGuiColorEditMode_
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@ -701,7 +689,7 @@ struct ImGuiStyle
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ImVec2 WindowPadding; // Padding within a window
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ImVec2 WindowMinSize; // Minimum window size
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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ImGuiAlign WindowTitleAlign; // Alignment for title bar text
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ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
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float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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@ -712,7 +700,7 @@ struct ImGuiStyle
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
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float ScrollbarRounding; // Radius of grab corners for scrollbar
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
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float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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@ -714,7 +714,7 @@ namespace ImGui
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// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
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IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
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IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImRect* clip_rect = NULL);
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IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect = NULL);
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IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
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IMGUI_API void RenderBullet(ImVec2 pos);
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