From 22baec494bfec2df120c0acb491eb0a7b643cf40 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 3 Mar 2025 17:57:43 +0100 Subject: [PATCH] Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. --- imgui_demo.cpp | 475 +++++++++++++++++++++++++------------------------ 1 file changed, 245 insertions(+), 230 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index f40f5ddae..3b08b152f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -253,6 +253,9 @@ static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); static void DemoWindowWidgetsBasic(); static void DemoWindowWidgetsBullets(); static void DemoWindowWidgetsCollapsingHeaders(); +static void DemoWindowWidgetsComboBoxes(); +static void DemoWindowWidgetsImages(); +static void DemoWindowWidgetsListBoxes(); static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data); static void DemoWindowWidgetsText(); static void DemoWindowWidgetsTooltips(); @@ -816,240 +819,13 @@ static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) DemoWindowWidgetsBasic(); DemoWindowWidgetsBullets(); DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); DemoWindowWidgetsText(); DemoWindowWidgetsTooltips(); DemoWindowWidgetsTreeNodes(); - IMGUI_DEMO_MARKER("Widgets/Images"); - if (ImGui::TreeNode("Images")) - { - ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " - "Hover the texture for a zoomed view!"); - - // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer - // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: - // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers - // to ImGui::Image(), and gather width/height through your own functions, etc. - // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, - // it will help you debug issues if you are confused about it. - // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). - // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md - // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; - { - ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); - ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); - if (ImGui::BeginItemTooltip()) - { - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - float zoom = 4.0f; - if (region_x < 0.0f) { region_x = 0.0f; } - else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } - if (region_y < 0.0f) { region_y = 0.0f; } - else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } - ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); - ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); - ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); - ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); - ImGui::EndTooltip(); - } - ImGui::PopStyleVar(); - } - - IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); - ImGui::TextWrapped("And now some textured buttons.."); - static int pressed_count = 0; - for (int i = 0; i < 8; i++) - { - // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. - // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. - // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImGui::PushID(i); - if (i > 0) - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) - pressed_count += 1; - if (i > 0) - ImGui::PopStyleVar(); - ImGui::PopID(); - ImGui::SameLine(); - } - ImGui::NewLine(); - ImGui::Text("Pressed %d times.", pressed_count); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Combo"); - if (ImGui::TreeNode("Combo")) - { - // Combo Boxes are also called "Dropdown" in other systems - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) - flags &= ~ImGuiComboFlags_NoPreview; - - // Override default popup height - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); - - // Using the generic BeginCombo() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_selected_idx = 0; // Here we store our selection data as an index. - - // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) - const char* combo_preview_value = items[item_selected_idx]; - if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_selected_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_selected_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndCombo(); - } - - // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. - // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. - if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) - { - static ImGuiTextFilter filter; - if (ImGui::IsWindowAppearing()) - { - ImGui::SetKeyboardFocusHere(); - filter.Clear(); - } - ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); - filter.Draw("##Filter", -FLT_MIN); - - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_selected_idx == n); - if (filter.PassFilter(items[n])) - if (ImGui::Selectable(items[n], is_selected)) - item_selected_idx = n; - } - ImGui::EndCombo(); - } - - ImGui::Spacing(); - ImGui::SeparatorText("One-liner variants"); - HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); - - // Simplified one-liner Combo() API, using values packed in a single constant string - // This is a convenience for when the selection set is small and known at compile-time. - static int item_current_2 = 0; - ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - static int item_current_4 = 0; - ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/List Boxes"); - if (ImGui::TreeNode("List boxes")) - { - // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() - // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. - // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() - // to always be called (inconsistent with BeginListBox()/EndListBox()). - - // Using the generic BeginListBox() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_selected_idx = 0; // Here we store our selected data as an index. - - static bool item_highlight = false; - int item_highlighted_idx = -1; // Here we store our highlighted data as an index. - ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); - - if (ImGui::BeginListBox("listbox 1")) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_selected_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_selected_idx = n; - - if (item_highlight && ImGui::IsItemHovered()) - item_highlighted_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); - - // Custom size: use all width, 5 items tall - ImGui::Text("Full-width:"); - if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - bool is_selected = (item_selected_idx == n); - ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; - if (ImGui::Selectable(items[n], is_selected, flags)) - item_selected_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables"); //ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode("Selectables")) @@ -2758,6 +2534,99 @@ static void DemoWindowWidgetsCollapsingHeaders() // [SECTION] DemoWindowWidgetsComboBoxes() //----------------------------------------------------------------------------- +static void DemoWindowWidgetsComboBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } +} + //----------------------------------------------------------------------------- // [SECTION] DemoWindowWidgetsDataTypes() //----------------------------------------------------------------------------- @@ -2778,10 +2647,156 @@ static void DemoWindowWidgetsCollapsingHeaders() // [SECTION] DemoWindowWidgetsImages() //----------------------------------------------------------------------------- +static void DemoWindowWidgetsImages() +{ + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::EndTooltip(); + } + ImGui::PopStyleVar(); + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + //----------------------------------------------------------------------------- // [SECTION] DemoWindowWidgetsListBoxes() //----------------------------------------------------------------------------- +static void DemoWindowWidgetsListBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + //----------------------------------------------------------------------------- // [SECTION] DemoWindowWidgetsMultiComponents() //-----------------------------------------------------------------------------