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https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
Comments and changed ImVec2 parameters to const ImVec2&
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parent
4229b7e60b
commit
bab81318a9
32
imgui.cpp
32
imgui.cpp
@ -2515,7 +2515,7 @@ void ImGui::EndTooltip()
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ImGui::End();
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ImGui::End();
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}
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}
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bool ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
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bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
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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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@ -2524,6 +2524,7 @@ bool ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindow
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const ImVec2 content_max = window->Pos + ImGui::GetContentRegionMax();
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const ImVec2 content_max = window->Pos + ImGui::GetContentRegionMax();
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const ImVec2 cursor_pos = window->Pos + ImGui::GetCursorPos();
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const ImVec2 cursor_pos = window->Pos + ImGui::GetCursorPos();
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ImVec2 size = size_arg;
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if (size.x <= 0.0f)
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if (size.x <= 0.0f)
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{
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{
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if (size.x == 0.0f)
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if (size.x == 0.0f)
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@ -2552,7 +2553,7 @@ bool ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindow
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return ret;
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return ret;
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}
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}
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bool ImGui::BeginChild(ImGuiID id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
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bool ImGui::BeginChild(ImGuiID id, const ImVec2& size, bool border, ImGuiWindowFlags extra_flags)
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{
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{
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char str_id[32];
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char str_id[32];
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ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%x", id);
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ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%x", id);
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@ -2659,13 +2660,14 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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}
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}
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// Push a new ImGui window to add widgets to.
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// Push a new ImGui window to add widgets to.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame.
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// - 'size' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
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// - This can be called multiple times during the frame with the same window name to append content to the same window.
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// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
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// - Begin/End can be called multiple times during the frame with the same window name to append content.
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// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
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// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
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// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
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// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
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// - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
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// - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
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// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
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// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
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bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
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bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg_alpha, ImGuiWindowFlags flags)
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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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const ImGuiStyle& style = g.Style;
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const ImGuiStyle& style = g.Style;
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@ -2717,8 +2719,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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window->RootWindow = g.CurrentWindowStack[root_idx];
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window->RootWindow = g.CurrentWindowStack[root_idx];
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// Default alpha
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// Default alpha
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if (fill_alpha < 0.0f)
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if (bg_alpha < 0.0f)
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fill_alpha = style.WindowFillAlphaDefault;
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bg_alpha = style.WindowFillAlphaDefault;
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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const int current_frame = ImGui::GetFrameCount();
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const int current_frame = ImGui::GetFrameCount();
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@ -2924,16 +2926,16 @@ bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alph
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window->ScrollbarY = (window->SizeContentsFit.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarY = (window->SizeContentsFit.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
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// Window background
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// Window background
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if (fill_alpha > 0.0f)
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if (bg_alpha > 0.0f)
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{
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{
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if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
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if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, fill_alpha), window_rounding);
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, bg_alpha), window_rounding);
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else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, fill_alpha), window_rounding);
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, bg_alpha), window_rounding);
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else if ((window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
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else if ((window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarY?style.ScrollBarWidth:0.0f,0.0f), window->Color(ImGuiCol_ChildWindowBg, fill_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarY?style.ScrollBarWidth:0.0f,0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
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else
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else
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, fill_alpha), window_rounding);
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window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
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}
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}
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// Title bar
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// Title bar
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@ -8178,7 +8180,7 @@ void ImGui::ShowTestWindow(bool* opened)
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static bool no_move = false;
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static bool no_move = false;
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static bool no_scrollbar = false;
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static bool no_scrollbar = false;
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static bool no_collapse = false;
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static bool no_collapse = false;
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static float fill_alpha = 0.65f;
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static float bg_alpha = 0.65f;
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// Demonstrate the various window flags. Typically you would just use the default.
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// Demonstrate the various window flags. Typically you would just use the default.
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ImGuiWindowFlags window_flags = 0;
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ImGuiWindowFlags window_flags = 0;
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@ -8188,7 +8190,7 @@ void ImGui::ShowTestWindow(bool* opened)
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (!ImGui::Begin("ImGui Test", opened, ImVec2(550,680), fill_alpha, window_flags))
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if (!ImGui::Begin("ImGui Test", opened, ImVec2(550,680), bg_alpha, window_flags))
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{
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{
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// Early out if the window is collapsed, as an optimization.
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// Early out if the window is collapsed, as an optimization.
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ImGui::End();
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ImGui::End();
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@ -8219,7 +8221,7 @@ void ImGui::ShowTestWindow(bool* opened)
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ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150);
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ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150);
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ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
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ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
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ImGui::Checkbox("no collapse", &no_collapse);
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ImGui::Checkbox("no collapse", &no_collapse);
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ImGui::SliderFloat("fill alpha", &fill_alpha, 0.0f, 1.0f);
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ImGui::SliderFloat("bg alpha", &bg_alpha, 0.0f, 1.0f);
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if (ImGui::TreeNode("Style"))
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if (ImGui::TreeNode("Style"))
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{
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{
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9
imgui.h
9
imgui.h
@ -142,7 +142,7 @@ public:
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// - struct ImDrawList // Draw command list
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// - struct ImDrawList // Draw command list
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// - struct ImFont // TTF font loader, bake glyphs into bitmap
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// - struct ImFont // TTF font loader, bake glyphs into bitmap
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// ImGui End-user API
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// ImGui end-user API
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// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
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// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
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namespace ImGui
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namespace ImGui
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{
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{
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@ -157,10 +157,11 @@ namespace ImGui
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IMGUI_API void ShowTestWindow(bool* open = NULL);
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IMGUI_API void ShowTestWindow(bool* open = NULL);
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// Window
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// Window
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IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0);// return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
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// See implementation in .cpp for details
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IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, const ImVec2& initial_size = ImVec2(0,0), float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
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IMGUI_API void End();
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IMGUI_API void End();
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IMGUI_API bool BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
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IMGUI_API bool BeginChild(ImGuiID id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API void EndChild();
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IMGUI_API void EndChild();
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IMGUI_API bool GetWindowIsFocused();
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IMGUI_API bool GetWindowIsFocused();
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IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
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IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
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