Added ImageButton() using regular framing + override framing size (#73)

This commit is contained in:
ocornut 2015-01-31 16:21:12 +00:00
parent 2ecc285919
commit 3cf47988b0
2 changed files with 60 additions and 6 deletions

View File

@ -3693,7 +3693,7 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size); ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
if (border_col != 0) if (border_col != 0)
bb.Max += ImVec2(2,2); bb.Max += ImVec2(2,2);
ItemSize(bb.GetSize(), &bb.Min); ItemSize(bb);
if (!ItemAdd(bb, NULL)) if (!ItemAdd(bb, NULL))
return; return;
@ -3708,6 +3708,46 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
} }
} }
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
// The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, ImU32 bg_col)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating buttons.
ImGui::PushID((void *)user_texture_id);
const ImGuiID id = window->GetID("#image");
ImGui::PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
const ImGuiAabb image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
ItemSize(bb);
if (!ItemAdd(bb, &id))
return false;
bool hovered, held;
bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
// Render
const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
if (padding.x > 0.0f || padding.y > 0.0f)
RenderFrame(bb.Min, bb.Max, col);
if ((bg_col >> 24) != 0)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, bg_col);
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1);
return pressed;
}
// Start logging ImGui output to TTY // Start logging ImGui output to TTY
void ImGui::LogToTTY(int max_depth) void ImGui::LogToTTY(int max_depth)
{ {
@ -5711,7 +5751,7 @@ void ImGui::Spacing()
} }
// Advance cursor given item size. // Advance cursor given item size.
static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset) static void ItemSize(ImVec2 size, ImVec2* adjust_vertical_offset)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -5719,8 +5759,8 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
return; return;
const float line_height = ImMax(window->DC.CurrentLineHeight, size.y); const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
if (adjust_start_offset) if (adjust_vertical_offset)
adjust_start_offset->y = adjust_start_offset->y + (line_height - size.y) * 0.5f; adjust_vertical_offset->y = adjust_vertical_offset->y + (line_height - size.y) * 0.5f;
// Always align ourselves on pixel boundaries // Always align ourselves on pixel boundaries
window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
@ -7735,7 +7775,7 @@ void ImGui::ShowTestWindow(bool* opened)
float tex_w = (float)ImGui::GetIO().Fonts->TexWidth; float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
float tex_h = (float)ImGui::GetIO().Fonts->TexHeight; float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
ImTextureID tex_id = ImGui::GetIO().Fonts->TexID; ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), 0xFFFFFFFF, 0x999999FF); ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), 0xFFFFFFFF, 0x80808080);
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
@ -7746,9 +7786,22 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz); ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h); ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h); ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, 0xFFFFFFFF, 0x999999FF); ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, 0xFFFFFFFF, 0x80808080);
ImGui::EndTooltip(); ImGui::EndTooltip();
} }
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
{
if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
int frame_padding = -1 + i; // -1 padding uses default padding
if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding))
pressed_count += 1;
ImGui::PopID();
}
ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop(); ImGui::TreePop();
} }

View File

@ -246,6 +246,7 @@ namespace ImGui
IMGUI_API bool SmallButton(const char* label); IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000); IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
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, ImU32 bg_col = 0xFF000000); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false); IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders. IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);