/third_party/skia/third_party/externals/imgui/ |
H A D | imgui_widgets.cpp | 775 const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); in ArrowButtonEx() local 778 RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); in ArrowButtonEx() 840 ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); in CollapseButton() local 844 window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); in CollapseButton() 986 const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); in ScrollbarEx() local 988 window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); in ScrollbarEx() 1025 bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) in ImageButtonEx() argument 1044 if (bg_col.w > 0.0f) in ImageButtonEx() 1045 window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); in ImageButtonEx() 1054 bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, cons argument 1602 ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); BeginCombo() local 1604 window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); BeginCombo() local [all...] |
H A D | imgui.cpp | 633 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence 5601 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); in RenderWindowDecorations() local 5610 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); in RenderWindowDecorations() 5611 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); in RenderWindowDecorations()
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H A D | imgui.h | 507 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
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H A D | imgui_internal.h | 2675 IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
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H A D | imgui_demo.cpp | 1014 ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background in ShowDemoWindowWidgets() local 1016 if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) in ShowDemoWindowWidgets()
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/third_party/mesa3d/src/imgui/ |
H A D | imgui.h | 391 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
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H A D | imgui_widgets.cpp | 870 bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) in ImageButton() argument 899 if (bg_col.w > 0.0f) in ImageButton() 900 window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); in ImageButton()
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H A D | imgui.cpp | 506 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence 5239 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); in Begin() local 5244 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); in Begin() 5245 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); in Begin()
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