Added ImColor() inline helper. Image/ImageButton() now takes ImVec4 for consistency and honor window alpha.

docking
ocornut 10 years ago
parent cb3b69c879
commit 8d1583d611

@ -3679,27 +3679,27 @@ static bool CloseWindowButton(bool* p_opened)
return pressed; return pressed;
} }
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, ImU32 tint_col, ImU32 border_col) 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(); ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) if (window->SkipItems)
return; return;
ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size); ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size);
if (border_col != 0) if (border_col.w > 0.0f)
bb.Max += ImVec2(2,2); bb.Max += ImVec2(2,2);
ItemSize(bb); ItemSize(bb);
if (!ItemAdd(bb, NULL)) if (!ItemAdd(bb, NULL))
return; return;
if (border_col != 0) if (border_col.w > 0.0f)
{ {
window->DrawList->AddRect(bb.Min, bb.Max, border_col, 0.0f); window->DrawList->AddRect(bb.Min, bb.Max, window->Color(border_col), 0.0f);
window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, tint_col); window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, window->Color(tint_col));
} }
else else
{ {
window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, tint_col); window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, window->Color(tint_col));
} }
} }
@ -3707,7 +3707,7 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
// frame_padding = 0: no framing // frame_padding = 0: no framing
// frame_padding > 0: set framing size // frame_padding > 0: set framing size
// The color used are the button colors. // The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, ImU32 bg_col) bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -3736,8 +3736,8 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
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);
if (padding.x > 0.0f || padding.y > 0.0f) if (padding.x > 0.0f || padding.y > 0.0f)
RenderFrame(bb.Min, bb.Max, col); RenderFrame(bb.Min, bb.Max, col);
if ((bg_col >> 24) != 0) if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, bg_col); window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, window->Color(bg_col));
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1); window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1);
return pressed; return pressed;
@ -7770,7 +7770,7 @@ void ImGui::ShowTestWindow(bool* opened)
float tex_w = (float)ImGui::GetIO().Fonts->TexWidth; float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
float tex_h = (float)ImGui::GetIO().Fonts->TexHeight; float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
ImTextureID tex_id = ImGui::GetIO().Fonts->TexID; ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), 0xFFFFFFFF, 0x80808080); ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered())
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
@ -7781,7 +7781,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz); ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h); ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h); ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, 0xFFFFFFFF, 0x80808080); ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
ImGui::EndTooltip(); ImGui::EndTooltip();
} }
ImGui::TextWrapped("And now some textured buttons.."); ImGui::TextWrapped("And now some textured buttons..");

@ -245,8 +245,8 @@ namespace ImGui
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false); IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
IMGUI_API bool SmallButton(const char* label); IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000); 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, ImU32 bg_col = 0xFF000000); // <0 frame_padding uses default frame padding settings. 0 for no paddnig. 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(0,0,0,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false); IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders. IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -697,6 +697,19 @@ struct ImGuiTextEditCallbackData
void InsertChars(int pos, const char* text, const char* text_end = NULL); void InsertChars(int pos, const char* text, const char* text_end = NULL);
}; };
// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either formats.
struct ImColor
{
ImVec4 Value;
ImColor(int r, int g, int b, int a = 255) { Value.x = r / 255.0f; Value.y = g / 255.0f; Value.z = b / 255.0f; Value.w = a / 255.0f; }
ImColor(const ImVec4& col) { Value = col; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
operator ImVec4() const { return Value; }
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw List // Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawList. // Hold a series of drawing commands. The user provides a renderer for ImDrawList.

Loading…
Cancel
Save