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https://github.com/Drezil/imgui.git
synced 2024-11-26 13:37:00 +00:00
Added ImageButton() using regular framing + override framing size (#73)
This commit is contained in:
parent
2ecc285919
commit
3cf47988b0
65
imgui.cpp
65
imgui.cpp
@ -3693,7 +3693,7 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
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ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
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ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
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if (border_col != 0)
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if (border_col != 0)
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bb.Max += ImVec2(2,2);
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bb.Max += ImVec2(2,2);
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ItemSize(bb.GetSize(), &bb.Min);
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ItemSize(bb);
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if (!ItemAdd(bb, NULL))
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if (!ItemAdd(bb, NULL))
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return;
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return;
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@ -3708,6 +3708,46 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
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}
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}
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}
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}
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// frame_padding < 0: uses FramePadding from style (default)
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// frame_padding = 0: no framing
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// frame_padding > 0: set framing size
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// The color used are the button colors.
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bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, ImU32 bg_col)
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{
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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const ImGuiStyle& style = g.Style;
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// Default to using texture ID as ID. User can still push string/integer prefixes.
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// We could hash the size/uv to create a unique ID but that would prevent the user from animating buttons.
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ImGui::PushID((void *)user_texture_id);
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const ImGuiID id = window->GetID("#image");
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ImGui::PopID();
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const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
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const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
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const ImGuiAabb image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
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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 = ButtonBehaviour(bb, id, &hovered, &held, true);
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// Render
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const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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if (padding.x > 0.0f || padding.y > 0.0f)
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RenderFrame(bb.Min, bb.Max, col);
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if ((bg_col >> 24) != 0)
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window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, bg_col);
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window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1);
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return pressed;
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}
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// Start logging ImGui output to TTY
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// Start logging ImGui output to TTY
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void ImGui::LogToTTY(int max_depth)
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void ImGui::LogToTTY(int max_depth)
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{
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{
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@ -5711,7 +5751,7 @@ void ImGui::Spacing()
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}
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}
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// Advance cursor given item size.
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// Advance cursor given item size.
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static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
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static void ItemSize(ImVec2 size, ImVec2* adjust_vertical_offset)
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{
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{
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ImGuiState& g = GImGui;
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ImGuiState& g = GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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@ -5719,8 +5759,8 @@ static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
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return;
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return;
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const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
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const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
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if (adjust_start_offset)
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if (adjust_vertical_offset)
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adjust_start_offset->y = adjust_start_offset->y + (line_height - size.y) * 0.5f;
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adjust_vertical_offset->y = adjust_vertical_offset->y + (line_height - size.y) * 0.5f;
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// Always align ourselves on pixel boundaries
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// Always align ourselves on pixel boundaries
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window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
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window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
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@ -7735,7 +7775,7 @@ void ImGui::ShowTestWindow(bool* opened)
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float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
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float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
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float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
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float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
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ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
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ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
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ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), 0xFFFFFFFF, 0x999999FF);
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ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), 0xFFFFFFFF, 0x80808080);
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if (ImGui::IsItemHovered())
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if (ImGui::IsItemHovered())
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{
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{
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ImGui::BeginTooltip();
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ImGui::BeginTooltip();
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@ -7746,9 +7786,22 @@ void ImGui::ShowTestWindow(bool* opened)
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ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
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ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
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ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
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ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
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ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
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ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
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ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, 0xFFFFFFFF, 0x999999FF);
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ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, 0xFFFFFFFF, 0x80808080);
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ImGui::EndTooltip();
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ImGui::EndTooltip();
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}
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}
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ImGui::TextWrapped("And now some textured buttons..");
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static int pressed_count = 0;
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for (int i = 0; i < 8; i++)
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{
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if (i > 0)
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ImGui::SameLine();
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ImGui::PushID(i);
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int frame_padding = -1 + i; // -1 padding uses default padding
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if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding))
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pressed_count += 1;
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ImGui::PopID();
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}
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ImGui::Text("Pressed %d times.", pressed_count);
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ImGui::TreePop();
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ImGui::TreePop();
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}
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}
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1
imgui.h
1
imgui.h
@ -246,6 +246,7 @@ namespace ImGui
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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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), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
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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), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
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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, ImU32 bg_col = 0xFF000000); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
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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.
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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.
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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);
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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);
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