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ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
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@ -29,6 +29,15 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.63 WIP (IN PROGRESS)
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-----------------------------------------------------------------------
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Other Changes:
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- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
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- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
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-----------------------------------------------------------------------
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VERSION 1.62 (Released 2018-06-22)
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-----------------------------------------------------------------------
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21
imgui.cpp
21
imgui.cpp
@ -8072,7 +8072,7 @@ 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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bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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@ -8080,24 +8080,33 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
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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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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
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const float default_size = GetFrameHeight();
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ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
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if (!ItemAdd(bb, id))
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return false;
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if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
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flags |= ImGuiButtonFlags_Repeat;
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
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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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RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir);
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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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float sz = GetFrameHeight();
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return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
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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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@ -12,11 +12,11 @@
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// Thank you,
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// -Your beloved friend, imgui_demo.cpp (that you won't delete)
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// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
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// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
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// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions.
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// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
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// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
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// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
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// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
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// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions.
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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@ -76,6 +76,7 @@
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#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
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// Forward Declarations
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static void ShowExampleAppConsole(bool* p_open);
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static void ShowExampleAppLog(bool* p_open);
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static void ShowExampleAppLayout(bool* p_open);
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@ -89,6 +90,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
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static void ShowExampleAppMainMenuBar();
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static void ShowExampleMenuFile();
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// Helper to display a little (?) mark which shows a tooltip when hovered.
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static void ShowHelpMarker(const char* desc)
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{
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ImGui::TextDisabled("(?)");
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@ -102,6 +104,7 @@ static void ShowHelpMarker(const char* desc)
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}
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}
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// Helper to display basic user controls.
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void ImGui::ShowUserGuide()
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{
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ImGui::BulletText("Double-click on title bar to collapse window.");
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@ -124,10 +127,11 @@ void ImGui::ShowUserGuide()
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ImGui::Unindent();
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}
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// Demonstrate most ImGui features (big function!)
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// Demonstrate most Dear ImGui features (this is big function!)
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// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.
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void ImGui::ShowDemoWindow(bool* p_open)
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{
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// Examples apps
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// Examples Apps (accessible from the "Examples" menu)
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static bool show_app_main_menu_bar = false;
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static bool show_app_console = false;
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static bool show_app_log = false;
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@ -139,10 +143,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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static bool show_app_simple_overlay = false;
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static bool show_app_window_titles = false;
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static bool show_app_custom_rendering = false;
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static bool show_app_style_editor = false;
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static bool show_app_metrics = false;
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static bool show_app_about = false;
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if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
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if (show_app_console) ShowExampleAppConsole(&show_app_console);
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@ -156,6 +156,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
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if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
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// Dear ImGui Apps (accessible from the "Help" menu)
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static bool show_app_metrics = false;
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static bool show_app_style_editor = false;
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static bool show_app_about = false;
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if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
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if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
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if (show_app_about)
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@ -168,6 +173,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::End();
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}
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// Demonstrate the various window flags. Typically you would just use the default!
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static bool no_titlebar = false;
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static bool no_scrollbar = false;
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static bool no_menu = false;
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@ -177,7 +183,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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static bool no_close = false;
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static bool no_nav = false;
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// Demonstrate the various window flags. Typically you would just use the default.
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ImGuiWindowFlags window_flags = 0;
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if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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@ -188,19 +193,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
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if (no_close) p_open = NULL; // Don't pass our bool* to Begin
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// We specify a default size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
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ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
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// Main body of the Demo window starts here.
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if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
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{
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// Early out if the window is collapsed, as an optimization.
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ImGui::End();
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return;
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}
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//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels
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ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
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ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
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// Most "big" widgets share a common width settings by default.
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//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
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// Menu
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if (ImGui::BeginMenuBar())
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{
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@ -302,10 +310,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
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}
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// Arrow buttons
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static int counter = 0;
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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::PushButtonRepeat(true);
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if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
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ImGui::SameLine(0.0f, spacing);
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if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
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if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
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ImGui::PopButtonRepeat();
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ImGui::SameLine();
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ImGui::Text("%d", counter);
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ImGui::Text("Hover over me");
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if (ImGui::IsItemHovered())
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@ -1154,6 +1154,7 @@ namespace ImGui
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IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
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IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
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IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
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IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power);
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IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags = 0);
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