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InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) and allowed to pass them to InvisibleButton().
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@ -49,6 +49,11 @@ Other Changes:
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clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText
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call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare
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but it will be addressed later). (#3349)
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- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h)
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and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
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This is a small but rather important change because lots of multi-button behaviors could previously
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only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton()
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with is a de-facto versatile building block to creating custom widgets with the public API.
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- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled
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from the merged/target font settings when merging fonts, instead of being pulled from the source
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font settings.
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@ -207,6 +207,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- popups: clicking outside (to close popup) and holding shouldn't drag window below.
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- popups: add variant using global identifier similar to Begin/End (#402)
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- popups: border options. richer api like BeginChild() perhaps? (#197)
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- popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them.
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- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
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- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
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@ -4455,6 +4455,7 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
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return g.IO.MouseDoubleClicked[button];
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}
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// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
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// [Internal] This doesn't test if the button is pressed
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bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
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{
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@ -7848,6 +7849,7 @@ void ImGui::EndPopup()
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g.WithinEndChild = false;
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}
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// Open a popup if mouse is released over the item
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bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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19
imgui.h
19
imgui.h
@ -153,6 +153,7 @@ typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: f
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typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
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typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
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typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
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typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
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typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
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typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
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typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
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@ -437,7 +438,7 @@ namespace ImGui
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// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
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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), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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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, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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@ -446,7 +447,7 @@ namespace ImGui
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IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
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IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
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IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);
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IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
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IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
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// Widgets: Combo Box
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// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
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@ -877,6 +878,7 @@ enum ImGuiTreeNodeFlags_
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// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
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// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
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// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
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// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
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enum ImGuiPopupFlags_
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{
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ImGuiPopupFlags_None = 0,
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@ -1221,6 +1223,19 @@ enum ImGuiStyleVar_
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#endif
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};
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// Flags for InvisibleButton() [extended in imgui_internal.h]
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enum ImGuiButtonFlags_
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{
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ImGuiButtonFlags_None = 0,
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ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
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ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
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// [Internal]
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
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ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
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};
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// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
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enum ImGuiColorEditFlags_
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{
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@ -604,32 +604,25 @@ enum ImGuiItemStatusFlags_
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#endif
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};
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enum ImGuiButtonFlags_
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// Extend ImGuiButtonFlags_
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enum ImGuiButtonFlagsPrivate_
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{
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ImGuiButtonFlags_None = 0,
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ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
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ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event)
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ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
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ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item
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ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release)
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ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED]
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ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnFocus = 1 << 15, // don't report as hovered when nav focus is on this item
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ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
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ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
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ImGuiButtonFlags_MouseButtonShift_ = 16,
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ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
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ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
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ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
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ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
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ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
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ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
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ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
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ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
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ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
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};
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@ -685,7 +685,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
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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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return ButtonEx(label, size_arg, ImGuiButtonFlags_None);
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}
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// Small buttons fits within text without additional vertical spacing.
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@ -701,7 +701,7 @@ bool ImGui::SmallButton(const char* label)
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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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bool ImGui::InvisibleButton(const char* str_id, 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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@ -718,7 +718,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
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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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bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
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return pressed;
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}
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