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mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

Added ArrowButton(). Exposed ImGuiDir.

This commit is contained in:
omar 2018-03-03 20:08:03 +01:00
parent 1549c5cf5e
commit 8a4093f38b
5 changed files with 53 additions and 17 deletions

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@ -92,6 +92,7 @@ Other Changes:
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) - Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) - Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
- Window: CloseButton: Fixed cross positioning being a little off. - Window: CloseButton: Fixed cross positioning being a little off.
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541) - InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) - InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
- Style: Enable window border by default. (#707) - Style: Enable window border by default. (#707)

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@ -4306,7 +4306,7 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
c = ImVec2(-0.500f,-0.866f) * r; c = ImVec2(-0.500f,-0.866f) * r;
break; break;
case ImGuiDir_None: case ImGuiDir_None:
case ImGuiDir_Count_: case ImGuiDir_COUNT:
IM_ASSERT(0); IM_ASSERT(0);
break; break;
} }
@ -5200,8 +5200,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
// Combo Box policy (we want a connecting edge) // Combo Box policy (we want a connecting edge)
if (policy == ImGuiPopupPositionPolicy_ComboBox) if (policy == ImGuiPopupPositionPolicy_ComboBox)
{ {
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{ {
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction? if (n != -1 && dir == *last_dir) // Already tried this direction?
@ -5219,8 +5219,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
} }
// Default popup policy // Default popup policy
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{ {
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction? if (n != -1 && dir == *last_dir) // Already tried this direction?
@ -7663,6 +7663,32 @@ bool ImGui::SmallButton(const char* label)
return pressed; return pressed;
} }
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(str_id);
float sz = ImGui::GetFrameHeight();
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
// Render
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
RenderArrow(bb.Min + g.Style.FramePadding, dir);
return pressed;
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // 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) // 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) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
@ -11734,7 +11760,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_None: case ImGuiDir_Count_: break; // Fix warnings case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
} }
} }

15
imgui.h
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@ -78,11 +78,12 @@ struct ImGuiContext; // ImGui context (opaque)
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif #endif
// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file) // Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors) typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // character for keyboard input/display typedef unsigned short ImWchar; // character for keyboard input/display
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_ typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_ typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_ typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
@ -312,6 +313,7 @@ namespace ImGui
// Widgets: Main // Widgets: Main
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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)); 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));
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 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
@ -687,6 +689,17 @@ enum ImGuiDragDropFlags_
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type. #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type. #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
// A direction
enum ImGuiDir_
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_ enum ImGuiKey_
{ {

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@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::PopID(); ImGui::PopID();
} }
// Arrow buttons
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
ImGui::SameLine(0.0f, spacing);
if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
ImGui::Text("Hover over me"); ImGui::Text("Hover over me");
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip"); ImGui::SetTooltip("I am a tooltip");

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@ -260,16 +260,6 @@ enum ImGuiDataType
ImGuiDataType_Float2 ImGuiDataType_Float2
}; };
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_Count_
};
enum ImGuiInputSource enum ImGuiInputSource
{ {
ImGuiInputSource_None = 0, ImGuiInputSource_None = 0,