Updated ImGui.

This commit is contained in:
Branimir Karadžić
2018-03-03 11:21:53 -08:00
parent 0480b73b96
commit 02f5a5c388
5 changed files with 94 additions and 43 deletions

View File

@@ -251,6 +251,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
@@ -4280,7 +4281,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
}
// Render a triangle to denote expanded/collapsed state
void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -4309,7 +4310,7 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
c = ImVec2(-0.500f,-0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_Count_:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
@@ -5203,8 +5204,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
// Combo Box policy (we want a connecting edge)
if (policy == ImGuiPopupPositionPolicy_ComboBox)
{
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++)
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++)
{
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction?
@@ -5222,8 +5223,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
}
// Default popup policy
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++)
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++)
{
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction?
@@ -6082,7 +6083,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (ButtonBehavior(bb, id, NULL, NULL))
window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
RenderNavHighlight(bb, id);
RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
}
// Close button
@@ -6601,8 +6602,8 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] =
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
{
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_Count_);
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
return &GStyleVarInfo[idx];
}
@@ -7667,6 +7668,32 @@ bool ImGui::SmallButton(const char* label)
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.
// 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)
@@ -7740,7 +7767,7 @@ bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFla
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTriangle(bb.Min + padding, dir, 1.0f);
RenderArrow(bb.Min + padding, dir, 1.0f);
return pressed;
}
@@ -8070,7 +8097,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// Framed type
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
RenderTriangle(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
if (g.LogEnabled)
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
@@ -8097,7 +8124,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
else if (!(flags & ImGuiTreeNodeFlags_Leaf))
RenderTriangle(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false);
@@ -8566,7 +8593,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
const ImGuiStyle& style = g.Style;
// Draw frame
const ImU32 frame_col = GetColorU32((g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav) ? ImGuiCol_FrameBgActive : ImGuiCol_FrameBg);
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
@@ -10577,16 +10604,19 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
ImGuiContext& g = *GImGui;
ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
g.NextWindowData.SizeConstraintCond = 0;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = CalcItemWidth();
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
@@ -10597,13 +10627,18 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id);
const float arrow_size = GetFrameHeight();
const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
if (preview_value != NULL)
if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
if (!(flags & ImGuiComboFlags_NoArrowButton))
{
window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
}
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -11154,7 +11189,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor();
}
@@ -11730,7 +11765,7 @@ 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_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_None: case ImGuiDir_Count_: break; // Fix warnings
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
}
}
@@ -13231,7 +13266,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
if (ImGui::TreeNode("Internal state"))
{
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_Count_);
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavGamepad", "NavKeyboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not

View File

@@ -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)
#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 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // character for keyboard input/display
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 ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
@@ -312,6 +313,7 @@ namespace ImGui
// Widgets: Main
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 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 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
@@ -639,6 +641,8 @@ enum ImGuiComboFlags_
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
};
@@ -685,6 +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_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
enum ImGuiKey_
{
@@ -845,11 +860,11 @@ enum ImGuiStyleVar_
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_ViewId, // uint8_t
ImGuiStyleVar_Count_
ImGuiStyleVar_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
#endif
};
@@ -894,7 +909,12 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Count_
ImGuiMouseCursor_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
#endif
};
// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions

View File

@@ -300,6 +300,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
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");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
@@ -1987,12 +1993,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Mouse cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_);
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);

View File

@@ -1351,7 +1351,7 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
@@ -1624,7 +1624,7 @@ void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, I
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_Count_)
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;

View File

@@ -260,16 +260,6 @@ enum ImGuiDataType
ImGuiDataType_Float2
};
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_Count_
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
@@ -277,7 +267,7 @@ enum ImGuiInputSource
ImGuiInputSource_Nav,
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
ImGuiInputSource_NavGamepad, // "
ImGuiInputSource_Count_,
ImGuiInputSource_COUNT,
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
@@ -1098,7 +1088,7 @@ namespace ImGui
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight