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Refactor: Moved Button/Image/Checkbox/RadioButton/Bullet/ProgressBar functions from imgui.cpp to imgui_widgets.cpp (#2036)
This commit is contained in:
parent
3eaa063984
commit
6468a3c0ce
574
imgui.cpp
574
imgui.cpp
@ -7882,387 +7882,6 @@ void ImGui::AlignTextToFramePadding()
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window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
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}
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bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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if (flags & ImGuiButtonFlags_Disabled)
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{
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if (out_hovered) *out_hovered = false;
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if (out_held) *out_held = false;
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if (g.ActiveId == id) ClearActiveID();
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return false;
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}
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// Default behavior requires click+release on same spot
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if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
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flags |= ImGuiButtonFlags_PressedOnClickRelease;
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ImGuiWindow* backup_hovered_window = g.HoveredWindow;
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if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
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g.HoveredWindow = window;
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bool pressed = false;
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bool hovered = ItemHoverable(bb, id);
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// Drag source doesn't report as hovered
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if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
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hovered = false;
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// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
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if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
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if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
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{
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hovered = true;
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SetHoveredID(id);
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if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
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{
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pressed = true;
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FocusWindow(window);
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}
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}
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if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
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g.HoveredWindow = backup_hovered_window;
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// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
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if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
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hovered = false;
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// Mouse
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if (hovered)
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{
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if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
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{
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// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
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// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
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// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
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// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
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// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
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// FIXME-NAV: We don't honor those different behaviors.
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if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
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{
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SetActiveID(id, window);
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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FocusWindow(window);
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}
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if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
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{
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pressed = true;
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if (flags & ImGuiButtonFlags_NoHoldingActiveID)
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ClearActiveID();
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else
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SetActiveID(id, window); // Hold on ID
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FocusWindow(window);
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}
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if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
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{
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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pressed = true;
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ClearActiveID();
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}
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
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pressed = true;
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}
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if (pressed)
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g.NavDisableHighlight = true;
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}
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// Gamepad/Keyboard navigation
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// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
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hovered = true;
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if (g.NavActivateDownId == id)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
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if (nav_activated_by_code || nav_activated_by_inputs)
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pressed = true;
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if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
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{
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// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
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g.NavActivateId = id; // This is so SetActiveId assign a Nav source
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SetActiveID(id, window);
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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SetFocusID(id, window);
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g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
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}
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}
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bool held = false;
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if (g.ActiveId == id)
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{
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if (g.ActiveIdSource == ImGuiInputSource_Mouse)
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{
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if (g.ActiveIdIsJustActivated)
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g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
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if (g.IO.MouseDown[0])
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{
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held = true;
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}
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else
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{
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if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
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if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
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if (!g.DragDropActive)
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pressed = true;
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ClearActiveID();
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}
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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g.NavDisableHighlight = true;
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Nav)
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{
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if (g.NavActivateDownId != id)
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ClearActiveID();
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}
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}
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if (out_hovered) *out_hovered = hovered;
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if (out_held) *out_held = held;
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return pressed;
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}
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bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
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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 ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImVec2 pos = window->DC.CursorPos;
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if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
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pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
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ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
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const ImRect bb(pos, pos + size);
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ItemSize(bb, style.FramePadding.y);
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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, flags);
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if (pressed)
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MarkItemEdited(id);
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? 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, style.FrameRounding);
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RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
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// Automatically close popups
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//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
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// CloseCurrentPopup();
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return pressed;
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}
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bool ImGui::Button(const char* label, const ImVec2& size_arg)
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{
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return ButtonEx(label, size_arg, 0);
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}
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// Small buttons fits within text without additional vertical spacing.
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bool ImGui::SmallButton(const char* label)
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{
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ImGuiContext& g = *GImGui;
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float backup_padding_y = g.Style.FramePadding.y;
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g.Style.FramePadding.y = 0.0f;
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bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
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g.Style.FramePadding.y = backup_padding_y;
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return pressed;
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}
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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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return false;
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ImGuiContext& g = *GImGui;
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const ImGuiID id = window->GetID(str_id);
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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, flags);
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? 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 + 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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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
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IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
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const ImGuiID id = window->GetID(str_id);
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ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
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const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + 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 = ButtonBehavior(bb, id, &hovered, &held);
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return pressed;
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}
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// Button to close a window
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bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
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// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
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const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
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bool is_clipped = !ItemAdd(bb, id);
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held);
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if (is_clipped)
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return pressed;
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// Render
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ImVec2 center = bb.GetCenter();
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if (hovered)
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window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
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float cross_extent = (radius * 0.7071f) - 1.0f;
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ImU32 cross_col = GetColorU32(ImGuiCol_Text);
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center -= ImVec2(0.5f, 0.5f);
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window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
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window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
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return pressed;
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}
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bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
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ItemAdd(bb, id);
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bool hovered, held;
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bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
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ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
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if (hovered || held)
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window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9);
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RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
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// Switch to moving the window after mouse is moved beyond the initial drag threshold
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if (IsItemActive() && IsMouseDragging())
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StartMouseMovingWindow(window);
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return pressed;
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}
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void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
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if (border_col.w > 0.0f)
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bb.Max += ImVec2(2,2);
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ItemSize(bb);
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if (!ItemAdd(bb, 0))
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return;
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if (border_col.w > 0.0f)
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{
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
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window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col));
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}
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else
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{
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window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
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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, const ImVec4& bg_col, const ImVec4& tint_col)
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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 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 UV.
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PushID((void*)user_texture_id);
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const ImGuiID id = window->GetID("#image");
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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 ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
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const ImRect 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 = ButtonBehavior(bb, id, &hovered, &held);
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? 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, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
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if (bg_col.w > 0.0f)
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window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
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window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
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return pressed;
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}
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// Start logging ImGui output to TTY
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void ImGui::LogToTTY(int max_depth)
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{
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@ -8752,28 +8371,6 @@ ImGuiID ImGui::GetID(const void* ptr_id)
|
||||
return GImGui->CurrentWindow->GetID(ptr_id);
|
||||
}
|
||||
|
||||
void ImGui::Bullet()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, 0))
|
||||
{
|
||||
SameLine(0, style.FramePadding.x*2);
|
||||
return;
|
||||
}
|
||||
|
||||
// Render and stay on same line
|
||||
RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
|
||||
SameLine(0, style.FramePadding.x*2);
|
||||
}
|
||||
|
||||
static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format)
|
||||
{
|
||||
if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument
|
||||
@ -9995,177 +9592,6 @@ void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data,
|
||||
PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
|
||||
}
|
||||
|
||||
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
|
||||
void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
|
||||
ItemSize(bb, style.FramePadding.y);
|
||||
if (!ItemAdd(bb, 0))
|
||||
return;
|
||||
|
||||
// Render
|
||||
fraction = ImSaturate(fraction);
|
||||
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
|
||||
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
|
||||
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
|
||||
|
||||
// Default displaying the fraction as percentage string, but user can override it
|
||||
char overlay_buf[32];
|
||||
if (!overlay)
|
||||
{
|
||||
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
|
||||
overlay = overlay_buf;
|
||||
}
|
||||
|
||||
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
|
||||
if (overlay_size.x > 0.0f)
|
||||
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
|
||||
}
|
||||
|
||||
bool ImGui::Checkbox(const char* label, bool* v)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
|
||||
}
|
||||
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
||||
if (pressed)
|
||||
{
|
||||
*v = !(*v);
|
||||
MarkItemEdited(id);
|
||||
}
|
||||
|
||||
RenderNavHighlight(total_bb, id);
|
||||
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
if (*v)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
|
||||
{
|
||||
bool v = ((*flags & flags_value) == flags_value);
|
||||
bool pressed = Checkbox(label, &v);
|
||||
if (pressed)
|
||||
{
|
||||
if (v)
|
||||
*flags |= flags_value;
|
||||
else
|
||||
*flags &= ~flags_value;
|
||||
}
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::RadioButton(const char* label, bool active)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb.Add(text_bb);
|
||||
}
|
||||
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
ImVec2 center = check_bb.GetCenter();
|
||||
center.x = (float)(int)center.x + 0.5f;
|
||||
center.y = (float)(int)center.y + 0.5f;
|
||||
const float radius = check_bb.GetHeight() * 0.5f;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
||||
if (pressed)
|
||||
MarkItemEdited(id);
|
||||
|
||||
RenderNavHighlight(total_bb, id);
|
||||
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
|
||||
if (active)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
|
||||
}
|
||||
|
||||
if (style.FrameBorderSize > 0.0f)
|
||||
{
|
||||
window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
|
||||
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::RadioButton(const char* label, int* v, int v_button)
|
||||
{
|
||||
const bool pressed = RadioButton(label, *v == v_button);
|
||||
if (pressed)
|
||||
*v = v_button;
|
||||
return pressed;
|
||||
}
|
||||
|
||||
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
|
||||
{
|
||||
int line_count = 0;
|
||||
|
@ -311,6 +311,579 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
|
||||
// - Bullet()
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
if (flags & ImGuiButtonFlags_Disabled)
|
||||
{
|
||||
if (out_hovered) *out_hovered = false;
|
||||
if (out_held) *out_held = false;
|
||||
if (g.ActiveId == id) ClearActiveID();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Default behavior requires click+release on same spot
|
||||
if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
|
||||
flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
|
||||
g.HoveredWindow = window;
|
||||
|
||||
bool pressed = false;
|
||||
bool hovered = ItemHoverable(bb, id);
|
||||
|
||||
// Drag source doesn't report as hovered
|
||||
if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
|
||||
hovered = false;
|
||||
|
||||
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
|
||||
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
|
||||
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
|
||||
{
|
||||
hovered = true;
|
||||
SetHoveredID(id);
|
||||
if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
|
||||
{
|
||||
pressed = true;
|
||||
FocusWindow(window);
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
|
||||
g.HoveredWindow = backup_hovered_window;
|
||||
|
||||
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
|
||||
if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
|
||||
hovered = false;
|
||||
|
||||
// Mouse
|
||||
if (hovered)
|
||||
{
|
||||
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
|
||||
{
|
||||
// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
|
||||
// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
|
||||
// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
|
||||
// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
|
||||
// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
|
||||
// FIXME-NAV: We don't honor those different behaviors.
|
||||
if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
}
|
||||
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
|
||||
{
|
||||
pressed = true;
|
||||
if (flags & ImGuiButtonFlags_NoHoldingActiveID)
|
||||
ClearActiveID();
|
||||
else
|
||||
SetActiveID(id, window); // Hold on ID
|
||||
FocusWindow(window);
|
||||
}
|
||||
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
|
||||
{
|
||||
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
|
||||
pressed = true;
|
||||
ClearActiveID();
|
||||
}
|
||||
|
||||
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
|
||||
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
|
||||
if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
|
||||
pressed = true;
|
||||
}
|
||||
|
||||
if (pressed)
|
||||
g.NavDisableHighlight = true;
|
||||
}
|
||||
|
||||
// Gamepad/Keyboard navigation
|
||||
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
|
||||
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
|
||||
hovered = true;
|
||||
|
||||
if (g.NavActivateDownId == id)
|
||||
{
|
||||
bool nav_activated_by_code = (g.NavActivateId == id);
|
||||
bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
|
||||
if (nav_activated_by_code || nav_activated_by_inputs)
|
||||
pressed = true;
|
||||
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
|
||||
{
|
||||
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
|
||||
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
|
||||
SetActiveID(id, window);
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
SetFocusID(id, window);
|
||||
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
|
||||
}
|
||||
}
|
||||
|
||||
bool held = false;
|
||||
if (g.ActiveId == id)
|
||||
{
|
||||
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
|
||||
{
|
||||
if (g.ActiveIdIsJustActivated)
|
||||
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
|
||||
if (g.IO.MouseDown[0])
|
||||
{
|
||||
held = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
|
||||
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
|
||||
if (!g.DragDropActive)
|
||||
pressed = true;
|
||||
ClearActiveID();
|
||||
}
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
g.NavDisableHighlight = true;
|
||||
}
|
||||
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
|
||||
{
|
||||
if (g.NavActivateDownId != id)
|
||||
ClearActiveID();
|
||||
}
|
||||
}
|
||||
|
||||
if (out_hovered) *out_hovered = hovered;
|
||||
if (out_held) *out_held = held;
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
|
||||
pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
|
||||
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
|
||||
|
||||
const ImRect bb(pos, pos + size);
|
||||
ItemSize(bb, style.FramePadding.y);
|
||||
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, flags);
|
||||
if (pressed)
|
||||
MarkItemEdited(id);
|
||||
|
||||
// Render
|
||||
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
|
||||
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
|
||||
|
||||
// Automatically close popups
|
||||
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
|
||||
// CloseCurrentPopup();
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::Button(const char* label, const ImVec2& size_arg)
|
||||
{
|
||||
return ButtonEx(label, size_arg, 0);
|
||||
}
|
||||
|
||||
// Small buttons fits within text without additional vertical spacing.
|
||||
bool ImGui::SmallButton(const char* label)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
float backup_padding_y = g.Style.FramePadding.y;
|
||||
g.Style.FramePadding.y = 0.0f;
|
||||
bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
|
||||
g.Style.FramePadding.y = backup_padding_y;
|
||||
return pressed;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
|
||||
IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
|
||||
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, id))
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
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, flags);
|
||||
|
||||
// Render
|
||||
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
|
||||
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);
|
||||
}
|
||||
|
||||
// Button to close a window
|
||||
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
|
||||
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
|
||||
const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
|
||||
bool is_clipped = !ItemAdd(bb, id);
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
if (is_clipped)
|
||||
return pressed;
|
||||
|
||||
// Render
|
||||
ImVec2 center = bb.GetCenter();
|
||||
if (hovered)
|
||||
window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
|
||||
|
||||
float cross_extent = (radius * 0.7071f) - 1.0f;
|
||||
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
|
||||
center -= ImVec2(0.5f, 0.5f);
|
||||
window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
|
||||
window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
|
||||
ItemAdd(bb, id);
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
|
||||
|
||||
ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
if (hovered || held)
|
||||
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9);
|
||||
RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
||||
|
||||
// Switch to moving the window after mouse is moved beyond the initial drag threshold
|
||||
if (IsItemActive() && IsMouseDragging())
|
||||
StartMouseMovingWindow(window);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
if (border_col.w > 0.0f)
|
||||
bb.Max += ImVec2(2, 2);
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, 0))
|
||||
return;
|
||||
|
||||
if (border_col.w > 0.0f)
|
||||
{
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
|
||||
window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));
|
||||
}
|
||||
else
|
||||
{
|
||||
window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
|
||||
}
|
||||
}
|
||||
|
||||
// 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, const ImVec4& bg_col, const ImVec4& tint_col)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
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 UV.
|
||||
PushID((void*)user_texture_id);
|
||||
const ImGuiID id = window->GetID("#image");
|
||||
PopID();
|
||||
|
||||
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
|
||||
const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, id))
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
||||
|
||||
// Render
|
||||
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
RenderNavHighlight(bb, id);
|
||||
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
|
||||
if (bg_col.w > 0.0f)
|
||||
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
|
||||
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::Checkbox(const char* label, bool* v)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
|
||||
}
|
||||
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
||||
if (pressed)
|
||||
{
|
||||
*v = !(*v);
|
||||
MarkItemEdited(id);
|
||||
}
|
||||
|
||||
RenderNavHighlight(total_bb, id);
|
||||
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
if (*v)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
|
||||
{
|
||||
bool v = ((*flags & flags_value) == flags_value);
|
||||
bool pressed = Checkbox(label, &v);
|
||||
if (pressed)
|
||||
{
|
||||
if (v)
|
||||
*flags |= flags_value;
|
||||
else
|
||||
*flags &= ~flags_value;
|
||||
}
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::RadioButton(const char* label, bool active)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb.Add(text_bb);
|
||||
}
|
||||
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
ImVec2 center = check_bb.GetCenter();
|
||||
center.x = (float)(int)center.x + 0.5f;
|
||||
center.y = (float)(int)center.y + 0.5f;
|
||||
const float radius = check_bb.GetHeight() * 0.5f;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
||||
if (pressed)
|
||||
MarkItemEdited(id);
|
||||
|
||||
RenderNavHighlight(total_bb, id);
|
||||
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
|
||||
if (active)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
|
||||
}
|
||||
|
||||
if (style.FrameBorderSize > 0.0f)
|
||||
{
|
||||
window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
|
||||
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::RadioButton(const char* label, int* v, int v_button)
|
||||
{
|
||||
const bool pressed = RadioButton(label, *v == v_button);
|
||||
if (pressed)
|
||||
*v = v_button;
|
||||
return pressed;
|
||||
}
|
||||
|
||||
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
|
||||
void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
|
||||
ItemSize(bb, style.FramePadding.y);
|
||||
if (!ItemAdd(bb, 0))
|
||||
return;
|
||||
|
||||
// Render
|
||||
fraction = ImSaturate(fraction);
|
||||
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
|
||||
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
|
||||
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
|
||||
|
||||
// Default displaying the fraction as percentage string, but user can override it
|
||||
char overlay_buf[32];
|
||||
if (!overlay)
|
||||
{
|
||||
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
|
||||
overlay = overlay_buf;
|
||||
}
|
||||
|
||||
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
|
||||
if (overlay_size.x > 0.0f)
|
||||
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
|
||||
}
|
||||
|
||||
void ImGui::Bullet()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
|
||||
ItemSize(bb);
|
||||
if (!ItemAdd(bb, 0))
|
||||
{
|
||||
SameLine(0, style.FramePadding.x*2);
|
||||
return;
|
||||
}
|
||||
|
||||
// Render and stay on same line
|
||||
RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
|
||||
SameLine(0, style.FramePadding.x*2);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// WIDGETS: Combo Box
|
||||
|
Loading…
Reference in New Issue
Block a user