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Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
+ tweak existing function to early out on error.
This commit is contained in:
parent
521f84a3a9
commit
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@ -56,7 +56,8 @@ Other changes:
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- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
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- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
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- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
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- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
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- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
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- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
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- Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903)
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- Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
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- Fonts: made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903)
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
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provide a way to do a portable sleep. (#7844)
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provide a way to do a portable sleep. (#7844)
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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@ -194,7 +194,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
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- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
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- style: better default styles. (#707)
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- style: better default styles. (#707)
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- style: PushStyleVar: allow direct access to individual float X/Y elements.
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- style: add a highlighted text color (for headers, etc.)
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- style: add a highlighted text color (for headers, etc.)
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- style: border types: out-screen, in-screen, etc. (#447)
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- style: border types: out-screen, in-screen, etc. (#447)
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- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
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- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
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48
imgui.cpp
48
imgui.cpp
@ -3309,28 +3309,56 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
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if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1)
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{
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{
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float* pvar = (float*)var_info->GetVarPtr(&g.Style);
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = val;
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return;
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return;
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}
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}
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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float* pvar = (float*)var_info->GetVarPtr(&g.Style);
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = val;
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}
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void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
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{
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ImGuiContext& g = *GImGui;
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
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{
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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return;
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}
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ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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pvar->x = val_x;
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}
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void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
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{
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ImGuiContext& g = *GImGui;
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
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{
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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return;
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}
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ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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pvar->y = val_y;
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}
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}
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void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
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void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
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if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
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if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
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{
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{
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ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = val;
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return;
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return;
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}
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}
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IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
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ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
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g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
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*pvar = val;
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}
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}
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void ImGui::PopStyleVar(int count)
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void ImGui::PopStyleVar(int count)
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6
imgui.h
6
imgui.h
@ -438,8 +438,10 @@ namespace ImGui
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IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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IMGUI_API void PopStyleColor(int count = 1);
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IMGUI_API void PopStyleColor(int count = 1);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
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IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
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IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
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IMGUI_API void PopStyleVar(int count = 1);
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IMGUI_API void PopStyleVar(int count = 1);
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
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IMGUI_API void PopItemFlag();
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IMGUI_API void PopItemFlag();
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@ -3677,7 +3677,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
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{
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{
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ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
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ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
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if (widget_type == WidgetType_TreeNode)
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if (widget_type == WidgetType_TreeNode)
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f));
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ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
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ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
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ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
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selection.ApplyRequests(ms_io);
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selection.ApplyRequests(ms_io);
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@ -3693,7 +3693,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
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ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
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ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
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ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
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ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
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ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
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ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
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//ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f));
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//ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
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}
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}
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ImGuiListClipper clipper;
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ImGuiListClipper clipper;
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@ -5082,8 +5082,8 @@ const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
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static void PushStyleCompact()
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static void PushStyleCompact()
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{
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{
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ImGuiStyle& style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));
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ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));
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ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f));
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}
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}
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static void PopStyleCompact()
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static void PopStyleCompact()
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@ -6117,7 +6117,7 @@ static void ShowDemoWindowTables()
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for (int row = 0; row < 8; row++)
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for (int row = 0; row < 8; row++)
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{
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{
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if ((row % 3) == 2)
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if ((row % 3) == 2)
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f));
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ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f);
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ImGui::TableNextRow(ImGuiTableRowFlags_None);
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ImGui::TableNextRow(ImGuiTableRowFlags_None);
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
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ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
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@ -1944,7 +1944,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags
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// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
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// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
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PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text
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PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text
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bool ret = Begin(name, NULL, window_flags);
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bool ret = Begin(name, NULL, window_flags);
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PopStyleVar();
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PopStyleVar();
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if (!ret)
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if (!ret)
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@ -8688,7 +8688,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
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popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
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window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
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window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
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PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
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float w = label_size.x;
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float w = label_size.x;
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ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
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pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
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@ -8895,7 +8895,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
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float w = label_size.x;
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float w = label_size.x;
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window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
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window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
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ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
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PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
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pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
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pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
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PopStyleVar();
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PopStyleVar();
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if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
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if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
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