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mirror of https://github.com/ocornut/imgui.git synced 2024-11-30 18:34:34 +01:00

Added FrameRounding setting (default to 0 for now).

This commit is contained in:
ocornut 2015-01-15 09:14:44 +00:00
parent 3c8f010c29
commit 8ba93d947c
2 changed files with 15 additions and 9 deletions

View File

@ -248,6 +248,7 @@
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen). - tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows - clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows
- portability: big-endian test/support (github issue #81) - portability: big-endian test/support (github issue #81)
- misc: rounded triangle fail to draw correctly on OpenGL3 example.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: color child window height expressed in multiple of line height. - style editor: color child window height expressed in multiple of line height.
@ -351,6 +352,7 @@ ImGuiStyle::ImGuiStyle()
WindowMinSize = ImVec2(32,32); // Minimum window size WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
@ -2830,6 +2832,7 @@ static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
{ {
case ImGuiStyleVar_Alpha: return &g.Style.Alpha; case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding; case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing; case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing;
} }
return NULL; return NULL;
@ -3446,7 +3449,7 @@ bool ImGui::Button(const char* label, ImVec2 size, bool repeat_when_held)
// Render // Render
const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderFrame(bb.Min, bb.Max, col); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
if (size.x < text_size.x || size.y < text_size.y) if (size.x < text_size.x || size.y < text_size.y)
PushClipRect(ImVec4(bb.Min.x+style.FramePadding.x, bb.Min.y+style.FramePadding.y, bb.Max.x, bb.Max.y-style.FramePadding.y)); // Allow extra to draw over the horizontal padding to make it visible that text doesn't fit PushClipRect(ImVec4(bb.Min.x+style.FramePadding.x, bb.Min.y+style.FramePadding.y, bb.Max.x, bb.Max.y-style.FramePadding.y)); // Allow extra to draw over the horizontal padding to make it visible that text doesn't fit
@ -4032,7 +4035,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
} }
ItemSize(bb); ItemSize(bb);
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
// Process clicking on the slider // Process clicking on the slider
if (g.ActiveId == id) if (g.ActiveId == id)
@ -4290,7 +4293,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett
scale_max = v_max; scale_max = v_max;
} }
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
int res_w = ImMin((int)graph_size.x, values_count); int res_w = ImMin((int)graph_size.x, values_count);
if (plot_type == ImGuiPlotType_Lines) if (plot_type == ImGuiPlotType_Lines)
@ -4416,12 +4419,12 @@ bool ImGui::Checkbox(const char* label, bool* v)
if (pressed) if (pressed)
*v = !(*v); *v = !(*v);
RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg)); RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
if (*v) if (*v)
{ {
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f; const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f;
window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark)); window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark), style.FrameRounding);
} }
if (g.LogEnabled) if (g.LogEnabled)
@ -5020,7 +5023,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
} }
} }
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f); // FIXME: those offsets are part of the style or font API const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f); // FIXME: those offsets are part of the style or font API
const ImVec2 font_off_dn = ImVec2(0.0f,2.0f); const ImVec2 font_off_dn = ImVec2(0.0f,2.0f);
@ -5187,8 +5190,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
const bool hovered = IsHovered(frame_bb, id); const bool hovered = IsHovered(frame_bb, id);
bool value_changed = false; bool value_changed = false;
RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button)); RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true); RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
if (*current_item >= 0 && *current_item < items_count) if (*current_item >= 0 && *current_item < items_count)
@ -5304,7 +5307,7 @@ bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_borde
const bool hovered = IsHovered(bb, 0); const bool hovered = IsHovered(bb, 0);
const bool pressed = hovered && g.IO.MouseClicked[0]; const bool pressed = hovered && g.IO.MouseClicked[0];
RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border); RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border, style.FrameRounding);
if (hovered) if (hovered)
{ {
@ -6889,6 +6892,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");

View File

@ -422,6 +422,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_WindowPadding, // ImVec2 ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2 ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2 ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float ImGuiStyleVar_TreeNodeSpacing, // float
@ -452,6 +453,7 @@ struct ImGuiStyle
ImVec2 WindowMinSize; // Minimum window size ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets) ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much! ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!