ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.

This commit is contained in:
omar 2018-06-26 12:37:10 +02:00
parent 9d67d18d86
commit 14ceaaf460
4 changed files with 54 additions and 22 deletions

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@ -29,6 +29,15 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------

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@ -8072,7 +8072,7 @@ bool ImGui::SmallButton(const char* label)
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -8080,24 +8080,33 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(str_id);
float sz = ImGui::GetFrameHeight();
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
ItemSize(bb);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
RenderArrow(bb.Min + g.Style.FramePadding, dir);
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);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// 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)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)

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@ -12,11 +12,11 @@
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
// 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.
// 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.
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
// 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.
// 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.
// 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.
// 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.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
@ -76,6 +76,7 @@
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
@ -89,6 +90,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
static void ShowHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
@ -102,6 +104,7 @@ static void ShowHelpMarker(const char* desc)
}
}
// Helper to display basic user controls.
void ImGui::ShowUserGuide()
{
ImGui::BulletText("Double-click on title bar to collapse window.");
@ -124,10 +127,11 @@ void ImGui::ShowUserGuide()
ImGui::Unindent();
}
// Demonstrate most ImGui features (big function!)
// Demonstrate most Dear ImGui features (this is big function!)
// 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.
void ImGui::ShowDemoWindow(bool* p_open)
{
// Examples apps
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_log = false;
@ -139,10 +143,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool show_app_simple_overlay = false;
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
static bool show_app_style_editor = false;
static bool show_app_metrics = false;
static bool show_app_about = false;
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_console) ShowExampleAppConsole(&show_app_console);
@ -156,6 +156,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Help" menu)
static bool show_app_metrics = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
if (show_app_about)
@ -168,6 +173,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::End();
}
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
static bool no_scrollbar = false;
static bool no_menu = false;
@ -177,7 +183,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool no_close = false;
static bool no_nav = false;
// Demonstrate the various window flags. Typically you would just use the default.
ImGuiWindowFlags window_flags = 0;
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
@ -188,19 +193,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
// 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.
ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return;
}
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels
ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
// Most "big" widgets share a common width settings by default.
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
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.
// Menu
if (ImGui::BeginMenuBar())
{
@ -302,10 +310,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
// Arrow buttons
static int counter = 0;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
ImGui::PushButtonRepeat(true);
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
ImGui::SameLine(0.0f, spacing);
if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
ImGui::PopButtonRepeat();
ImGui::SameLine();
ImGui::Text("%d", counter);
ImGui::Text("Hover over me");
if (ImGui::IsItemHovered())

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@ -1154,6 +1154,7 @@ namespace ImGui
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
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);
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);