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@ -35,6 +35,9 @@ EMS =
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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@ -36,6 +36,9 @@ EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
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LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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# Emscripten allows preloading a file or folder to be accessible at runtime.
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# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
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# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
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@ -36,6 +36,9 @@ EMS += -s USE_SDL=2
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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@ -40,6 +40,9 @@ EMS += -s USE_SDL=2
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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3
imgui.h
3
imgui.h
@ -564,6 +564,7 @@ namespace ImGui
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// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
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// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
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// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_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(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
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@ -3069,7 +3070,7 @@ struct ImDrawList
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// (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
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IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
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IMGUI_API ~ImDrawList();
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IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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IMGUI_API void PushClipRectFullScreen();
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IMGUI_API void PopClipRect();
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@ -1073,8 +1073,6 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const I
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window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
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}
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// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
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// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
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bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -1102,7 +1100,8 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& imag
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return pressed;
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}
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// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
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// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
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// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design?
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bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
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{
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ImGuiContext& g = *GImGui;
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