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@@ -190,7 +190,7 @@
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io.MouseDown[1] = my_mouse_buttons[1];
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// Call NewFrame(), after this point you can use ImGui::* functions anytime
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- // (So you want to try calling Newframe() as early as you can in your mainloop to be able to use imgui everywhere)
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+ // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere)
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ImGui::NewFrame();
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// Most of your application code here
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@@ -316,6 +316,7 @@
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- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayMin..DisplayMax range, I don't know of anyone using it)
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+ - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
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- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
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- 2018/07/06 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.OptResizeWindowsFromEdges to enable the feature.
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- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
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@@ -900,6 +901,7 @@ static void NavUpdateWindowingList();
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static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
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static void UpdateMouseInputs();
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+static void UpdateMouseWheel();
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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@@ -1847,37 +1849,41 @@ bool ImGuiTextFilter::Draw(const char* label, float width)
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return value_changed;
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}
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-void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
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+void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>* out) const
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{
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- out.resize(0);
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+ out->resize(0);
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const char* wb = b;
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const char* we = wb;
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while (we < e)
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{
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if (*we == separator)
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{
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- out.push_back(TextRange(wb, we));
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+ out->push_back(TextRange(wb, we));
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wb = we + 1;
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}
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we++;
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}
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if (wb != we)
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- out.push_back(TextRange(wb, we));
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+ out->push_back(TextRange(wb, we));
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}
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void ImGuiTextFilter::Build()
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{
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Filters.resize(0);
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TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
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- input_range.split(',', Filters);
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+ input_range.split(',', &Filters);
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CountGrep = 0;
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for (int i = 0; i != Filters.Size; i++)
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{
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- Filters[i].trim_blanks();
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- if (Filters[i].empty())
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+ TextRange& f = Filters[i];
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+ while (f.b < f.e && ImCharIsBlankA(f.b[0]))
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+ f.b++;
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+ while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
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+ f.e--;
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+ if (f.empty())
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continue;
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- if (Filters[i].front() != '-')
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+ if (Filters[i].b[0] != '-')
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CountGrep += 1;
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}
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}
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@@ -1895,7 +1901,7 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
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const TextRange& f = Filters[i];
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if (f.empty())
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continue;
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- if (f.front() == '-')
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+ if (f.b[0] == '-')
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{
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// Subtract
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if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL)
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@@ -2934,7 +2940,7 @@ ImDrawData* ImGui::GetDrawData()
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return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL;
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}
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-float ImGui::GetTime()
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+double ImGui::GetTime()
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{
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return GImGui->Time;
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}
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@@ -4114,7 +4120,7 @@ static void ImGui::UpdateMouseInputs()
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g.IO.MouseDoubleClicked[i] = false;
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if (g.IO.MouseClicked[i])
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{
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- if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
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+ if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
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{
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ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
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if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
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@@ -4142,6 +4148,51 @@ static void ImGui::UpdateMouseInputs()
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}
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}
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+void ImGui::UpdateMouseWheel()
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+{
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+ ImGuiContext& g = *GImGui;
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+ if (!g.HoveredWindow || g.HoveredWindow->Collapsed)
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+ return;
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+ if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
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+ return;
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+
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+ // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
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+ ImGuiWindow* window = g.HoveredWindow;
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+ ImGuiWindow* scroll_window = window;
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+ while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
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+ scroll_window = scroll_window->ParentWindow;
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+ const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
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+
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+ if (g.IO.MouseWheel != 0.0f)
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+ {
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+ if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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+ {
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+ // Zoom / Scale window
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+ const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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+ const float scale = new_font_scale / window->FontWindowScale;
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+ window->FontWindowScale = new_font_scale;
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+
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+ const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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+ window->Pos += offset;
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+ window->Size *= scale;
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+ window->SizeFull *= scale;
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+ }
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+ else if (!g.IO.KeyCtrl && scroll_allowed)
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+ {
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+ // Mouse wheel vertical scrolling
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+ float scroll_amount = 5 * scroll_window->CalcFontSize();
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+ scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
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+ SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
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+ }
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+ }
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+ if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl)
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+ {
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+ // Mouse wheel horizontal scrolling (for hardware that supports it)
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+ float scroll_amount = scroll_window->CalcFontSize();
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+ SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
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+ }
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+}
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+
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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void ImGui::UpdateHoveredWindowAndCaptureFlags()
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{
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@@ -4288,8 +4339,9 @@ void ImGui::NewFrame()
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UpdateViewports();
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- // Setup font, draw list shared data
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+ // Setup current font, and draw list shared data
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// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
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+ g.IO.Fonts->Locked = true;
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SetCurrentFont(GetDefaultFont());
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IM_ASSERT(g.Font->IsLoaded());
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ImVec2 virtual_space_max(0,0);
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@@ -4373,45 +4425,7 @@ void ImGui::NewFrame()
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g.PlatformImePosViewport = NULL;
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// Mouse wheel scrolling, scale
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- if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
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- {
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- // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
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- ImGuiWindow* window = g.HoveredWindow;
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- ImGuiWindow* scroll_window = window;
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- while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
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- scroll_window = scroll_window->ParentWindow;
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- const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
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-
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- if (g.IO.MouseWheel != 0.0f)
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- {
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- if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
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- {
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- // Zoom / Scale window
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- const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
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- const float scale = new_font_scale / window->FontWindowScale;
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- window->FontWindowScale = new_font_scale;
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-
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- const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
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- window->Pos += offset;
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- window->Size *= scale;
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- window->SizeFull *= scale;
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- }
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- else if (!g.IO.KeyCtrl && scroll_allowed)
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- {
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- // Mouse wheel vertical scrolling
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- float scroll_amount = 5 * scroll_window->CalcFontSize();
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- scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
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- SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
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- }
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- }
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- if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
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- {
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- // Mouse wheel horizontal scrolling (for hardware that supports it)
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- float scroll_amount = scroll_window->CalcFontSize();
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- if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
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- SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
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- }
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- }
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+ UpdateMouseWheel();
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// Pressing TAB activate widget focus
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if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
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@@ -5015,6 +5029,9 @@ void ImGui::EndFrame()
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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g.Windows.swap(g.WindowsSortBuffer);
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+ // Unlock font atlas
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+ g.IO.Fonts->Locked = false;
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+
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// Clear Input data for next frame
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g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
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memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
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@@ -5378,11 +5395,23 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
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}
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}
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-// Render a triangle to denote expanded/collapsed state
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+// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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+void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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+{
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+ switch (direction)
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+ {
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+ case ImGuiDir_Left: 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;
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+ 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;
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+ 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;
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+ 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;
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+ case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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+ }
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+}
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+
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+// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
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void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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{
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ImGuiContext& g = *GImGui;
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- ImGuiWindow* window = g.CurrentWindow;
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const float h = g.FontSize * 1.00f;
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float r = h * 0.40f * scale;
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@@ -5394,18 +5423,16 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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case ImGuiDir_Up:
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case ImGuiDir_Down:
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if (dir == ImGuiDir_Up) r = -r;
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- center.y -= r * 0.25f;
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- a = ImVec2(0,1) * r;
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- b = ImVec2(-0.866f,-0.5f) * r;
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- c = ImVec2(+0.866f,-0.5f) * r;
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+ a = ImVec2(+0.000f,+0.750f) * r;
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+ b = ImVec2(-0.866f,-0.750f) * r;
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+ c = ImVec2(+0.866f,-0.750f) * r;
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break;
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case ImGuiDir_Left:
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case ImGuiDir_Right:
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if (dir == ImGuiDir_Left) r = -r;
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- center.x -= r * 0.25f;
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- a = ImVec2(1,0) * r;
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- b = ImVec2(-0.500f,+0.866f) * r;
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- c = ImVec2(-0.500f,-0.866f) * r;
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+ a = ImVec2(+0.750f,+0.000f) * r;
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+ b = ImVec2(-0.750f,+0.866f) * r;
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+ c = ImVec2(-0.750f,-0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_COUNT:
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@@ -5413,7 +5440,7 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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break;
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}
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- window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
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+ g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
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}
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void ImGui::RenderBullet(ImVec2 pos)
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@@ -7601,15 +7628,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Collapse button
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if (!(flags & ImGuiWindowFlags_NoCollapse))
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- {
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- ImGuiID id = window->GetID("#COLLAPSE");
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- ImRect bb(window->Pos + style.FramePadding + ImVec2(1,1), window->Pos + style.FramePadding + ImVec2(g.FontSize,g.FontSize) - ImVec2(1,1));
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- ItemAdd(bb, id);
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- if (ButtonBehavior(bb, id, NULL, NULL))
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+ if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos + style.FramePadding))
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window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
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- RenderNavHighlight(bb, id);
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- RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
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- }
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// Close button
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if (p_open != NULL)
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@@ -9320,6 +9340,24 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
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return pressed;
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}
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+bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
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+{
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+ ImGuiContext& g = *GImGui;
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+ ImGuiWindow* window = g.CurrentWindow;
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+
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+ ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
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+ ItemAdd(bb, id);
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+ bool ret = ButtonBehavior(bb, id, NULL, NULL, ImGuiButtonFlags_None);
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+ RenderNavHighlight(bb, id);
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+ RenderArrow(bb.Min, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
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+
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+ // Switch to moving the window after mouse is moved beyond the initial drag threshold
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+ if (IsItemActive() && IsMouseDragging())
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+ StartMouseMovingWindow(window);
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+
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+ return ret;
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+}
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+
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void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@@ -13548,25 +13586,12 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl
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return true;
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}
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-// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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-static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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-{
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- switch (direction)
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- {
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- case ImGuiDir_Left: 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;
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- 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;
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- 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;
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- 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;
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- case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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- }
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-}
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-
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static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
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{
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- RenderArrow(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
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- RenderArrow(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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- RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
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- RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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}
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// ColorPicker
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