@ -305,7 +305,7 @@
When you are not sure about a old symbol or function name , try using the Search / Find function of your IDE to look for comments or references in all imgui files .
You can read releases logs https : //github.com/ocornut/imgui/releases for more details.
- 201 7 / 07 / 22 ( 1.63 ) - changed ImGui : : GetTime ( ) return value from float to double to avoid accumulating floating point imprecisions over time .
- 201 8 / 07 / 22 ( 1.63 ) - changed ImGui : : GetTime ( ) return value from float to double to avoid accumulating floating point imprecisions over time .
- 2018 / 07 / 08 ( 1.63 ) - style : renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features . Kept redirection enum ( will obsolete ) .
- 2018 / 07 / 06 ( 1.63 ) - removed per - window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io . OptResizeWindowsFromEdges to enable the feature .
- 2018 / 06 / 06 ( 1.62 ) - renamed GetGlyphRangesChinese ( ) to GetGlyphRangesChineseFull ( ) to distinguish other variants and discourage using the full set .
@ -6655,15 +6655,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Collapse button
if ( ! ( flags & ImGuiWindowFlags_NoCollapse ) )
{
ImGuiID id = window - > GetID ( " #COLLAPSE " ) ;
ImRect bb ( window - > Pos + style . FramePadding + ImVec2 ( 1 , 1 ) , window - > Pos + style . FramePadding + ImVec2 ( g . FontSize , g . FontSize ) - ImVec2 ( 1 , 1 ) ) ;
ItemAdd ( bb , id ) ;
if ( ButtonBehavior ( bb , id , NULL , NULL ) )
if ( CollapseButton ( window - > GetID ( " #COLLAPSE " ) , window - > Pos + style . FramePadding ) )
window - > CollapseToggleWanted = true ; // Defer collapsing to next frame as we are too far in the Begin() function
RenderNavHighlight ( bb , id ) ;
RenderArrow ( window - > Pos + style . FramePadding , window - > Collapsed ? ImGuiDir_Right : ImGuiDir_Down , 1.0f ) ;
}
// Close button
if ( p_open ! = NULL )
@ -8336,6 +8329,24 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
return pressed ;
}
bool ImGui : : CollapseButton ( ImGuiID id , const ImVec2 & pos )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
ImRect bb ( pos , pos + ImVec2 ( g . FontSize , g . FontSize ) ) ;
ItemAdd ( bb , id ) ;
bool ret = ButtonBehavior ( bb , id , NULL , NULL , ImGuiButtonFlags_None ) ;
RenderNavHighlight ( bb , id ) ;
RenderArrow ( bb . Min , window - > Collapsed ? ImGuiDir_Right : ImGuiDir_Down , 1.0f ) ;
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if ( IsItemActive ( ) & & IsMouseDragging ( ) )
StartMouseMovingWindow ( window ) ;
return ret ;
}
void ImGui : : Image ( ImTextureID user_texture_id , const ImVec2 & size , const ImVec2 & uv0 , const ImVec2 & uv1 , const ImVec4 & tint_col , const ImVec4 & border_col )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;