Added ArrowButton(). Exposed ImGuiDir.
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@ -92,6 +92,7 @@ Other Changes:
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- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
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- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
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- Window: CloseButton: Fixed cross positioning being a little off.
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- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
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- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
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- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
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- Style: Enable window border by default. (#707)
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38
imgui.cpp
38
imgui.cpp
@ -4306,7 +4306,7 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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c = ImVec2(-0.500f,-0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_Count_:
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case ImGuiDir_COUNT:
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IM_ASSERT(0);
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break;
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}
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@ -5200,8 +5200,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
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// Combo Box policy (we want a connecting edge)
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if (policy == ImGuiPopupPositionPolicy_ComboBox)
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{
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
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{
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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if (n != -1 && dir == *last_dir) // Already tried this direction?
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@ -5219,8 +5219,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
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}
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// Default popup policy
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const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
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const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
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for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
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{
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const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
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if (n != -1 && dir == *last_dir) // Already tried this direction?
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@ -7663,6 +7663,32 @@ bool ImGui::SmallButton(const char* label)
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return pressed;
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}
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bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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ImGuiContext& g = *GImGui;
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const ImGuiID id = window->GetID(str_id);
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float sz = ImGui::GetFrameHeight();
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
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ItemSize(bb);
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if (!ItemAdd(bb, id))
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return false;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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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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RenderNavHighlight(bb, id);
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RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
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RenderArrow(bb.Min + g.Style.FramePadding, dir);
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return pressed;
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}
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// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
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// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
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bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
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@ -11734,7 +11760,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui
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case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
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case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
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case ImGuiDir_None: case ImGuiDir_Count_: break; // Fix warnings
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case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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}
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}
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15
imgui.h
15
imgui.h
@ -78,11 +78,12 @@ struct ImGuiContext; // ImGui context (opaque)
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typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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#endif
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// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
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// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
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typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
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typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
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typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
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typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
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@ -312,6 +313,7 @@ namespace ImGui
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// Widgets: Main
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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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));
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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
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@ -687,6 +689,17 @@ enum ImGuiDragDropFlags_
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#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
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#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
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// A direction
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enum ImGuiDir_
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{
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ImGuiDir_None = -1,
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3,
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ImGuiDir_COUNT
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};
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// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
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enum ImGuiKey_
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{
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@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::PopID();
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}
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// Arrow buttons
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float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
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if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
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ImGui::SameLine(0.0f, spacing);
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if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
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ImGui::Text("Hover over me");
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("I am a tooltip");
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@ -260,16 +260,6 @@ enum ImGuiDataType
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ImGuiDataType_Float2
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};
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enum ImGuiDir
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{
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ImGuiDir_None = -1,
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3,
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ImGuiDir_Count_
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};
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enum ImGuiInputSource
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{
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ImGuiInputSource_None = 0,
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