mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-21 14:23:02 +01:00
Updated ImGui.
This commit is contained in:
226
3rdparty/dear-imgui/imgui.cpp
vendored
226
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -45,7 +45,8 @@ CODE
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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@@ -353,6 +354,7 @@ CODE
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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.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
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- 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
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- 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
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- ShowTestWindow() -> use ShowDemoWindow()
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@@ -1107,9 +1109,77 @@ void ImGuiIO::ClearInputCharacters()
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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//-----------------------------------------------------------------------------
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ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
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{
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IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
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ImVec2 p_last = p1;
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ImVec2 p_closest;
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float p_closest_dist2 = FLT_MAX;
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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{
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ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
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ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
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float dist2 = ImLengthSqr(p - p_line);
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if (dist2 < p_closest_dist2)
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{
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p_closest = p_line;
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p_closest_dist2 = dist2;
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}
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p_last = p_current;
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}
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return p_closest;
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}
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// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
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static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
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float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
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d2 = (d2 >= 0) ? d2 : -d2;
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d3 = (d3 >= 0) ? d3 : -d3;
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if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
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{
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ImVec2 p_current(x4, y4);
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ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
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float dist2 = ImLengthSqr(p - p_line);
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if (dist2 < p_closest_dist2)
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{
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p_closest = p_line;
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p_closest_dist2 = dist2;
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}
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p_last = p_current;
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}
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else if (level < 10)
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{
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float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f;
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float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f;
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float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f;
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float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
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float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
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float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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}
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}
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// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
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// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
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ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
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{
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IM_ASSERT(tess_tol > 0.0f);
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ImVec2 p_last = p1;
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ImVec2 p_closest;
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float p_closest_dist2 = FLT_MAX;
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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
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return p_closest;
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}
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ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
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{
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ImVec2 ap = p - a;
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@@ -1158,6 +1228,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
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return proj_ca;
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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//-----------------------------------------------------------------------------
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// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
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int ImStricmp(const char* str1, const char* str2)
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{
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@@ -1728,38 +1802,6 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
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}
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}
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ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = style.Colors[idx];
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c.w *= style.Alpha * alpha_mul;
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return ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = col;
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c.w *= style.Alpha;
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return ColorConvertFloat4ToU32(c);
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}
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const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
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{
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ImGuiStyle& style = GImGui->Style;
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return style.Colors[idx];
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}
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ImU32 ImGui::GetColorU32(ImU32 col)
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{
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float style_alpha = GImGui->Style.Alpha;
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if (style_alpha >= 1.0f)
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return col;
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ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
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a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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//-----------------------------------------------------------------------------
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// [SECTION] ImGuiStorage
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// Helper: Key->value storage
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@@ -2217,10 +2259,42 @@ bool ImGuiListClipper::Step()
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//-----------------------------------------------------------------------------
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// [SECTION] RENDER HELPERS
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// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
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// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
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// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
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//-----------------------------------------------------------------------------
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ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = style.Colors[idx];
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c.w *= style.Alpha * alpha_mul;
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return ColorConvertFloat4ToU32(c);
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}
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ImU32 ImGui::GetColorU32(const ImVec4& col)
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{
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ImGuiStyle& style = GImGui->Style;
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ImVec4 c = col;
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c.w *= style.Alpha;
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return ColorConvertFloat4ToU32(c);
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}
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const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
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{
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ImGuiStyle& style = GImGui->Style;
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return style.Colors[idx];
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}
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ImU32 ImGui::GetColorU32(ImU32 col)
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{
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ImGuiStyle& style = GImGui->Style;
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if (style.Alpha >= 1.0f)
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return col;
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ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
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a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
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{
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const char* text_display_end = text;
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@@ -3803,6 +3877,21 @@ void ImGui::Initialize(ImGuiContext* context)
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ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
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g.SettingsHandlers.push_back(ini_handler);
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}
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#if 0 // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches.
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// Add .ini handle for ImGuiTable type
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{
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ImGuiSettingsHandler ini_handler;
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ini_handler.TypeName = "Table";
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ini_handler.TypeHash = ImHashStr("Table");
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ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
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ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
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ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
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g.SettingsHandlers.push_back(ini_handler);
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}
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#endif
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g.Initialized = true;
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}
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@@ -9734,12 +9823,18 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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return;
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}
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// State
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// Debugging enums
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enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
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const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" };
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enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersDesired, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type
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const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersDesired", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" };
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// State
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static bool show_windows_rects = false;
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static int show_windows_rect_type = WRT_WorkRect;
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static bool show_windows_begin_order = false;
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static bool show_tables_rects = false;
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static int show_tables_rect_type = TRT_WorkRect;
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static bool show_drawcmd_details = true;
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// Basic info
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@@ -9753,11 +9848,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Separator();
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// Helper functions to display common structures:
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// - NodeDrawList
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// - NodeColumns
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// - NodeWindow
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// - NodeWindows
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// - NodeTabBar
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// - NodeDrawList()
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// - NodeColumns()
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// - NodeWindow()
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// - NodeWindows()
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// - NodeTabBar()
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// - NodeStorage()
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struct Funcs
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{
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static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
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@@ -9985,6 +10081,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::TreePop();
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}
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// Details for Popups
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if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
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{
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for (int i = 0; i < g.OpenPopupStack.Size; i++)
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@@ -9995,6 +10092,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::TreePop();
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}
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// Details for TabBars
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if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
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{
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for (int n = 0; n < g.TabBars.GetSize(); n++)
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@@ -10002,13 +10100,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::TreePop();
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}
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#if 0
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if (ImGui::TreeNode("Docking"))
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{
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ImGui::TreePop();
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}
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#endif
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// Details for Tables
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IM_UNUSED(trt_rects_names);
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IM_UNUSED(show_tables_rects);
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IM_UNUSED(show_tables_rect_type);
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#if 0
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if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
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{
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@@ -10016,6 +10111,15 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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#endif
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// Details for Docking
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#if 0
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if (ImGui::TreeNode("Docking"))
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{
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ImGui::TreePop();
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}
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#endif
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// Misc Details
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if (ImGui::TreeNode("Internal state"))
|
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{
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const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
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@@ -10036,6 +10140,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::TreePop();
|
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}
|
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|
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// Tools
|
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if (ImGui::TreeNode("Tools"))
|
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{
|
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// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
|
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@@ -10048,7 +10153,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
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ImGui::SameLine();
|
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
|
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show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count);
|
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show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
|
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if (show_windows_rects && g.NavWindow)
|
||||
{
|
||||
ImGui::BulletText("'%s':", g.NavWindow->Name);
|
||||
@@ -10064,7 +10169,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Tool: Display windows Rectangles and Begin Order
|
||||
// Overlay: Display windows Rectangles and Begin Order
|
||||
if (show_windows_rects || show_windows_begin_order)
|
||||
{
|
||||
for (int n = 0; n < g.Windows.Size; n++)
|
||||
@@ -10088,6 +10193,27 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches.
|
||||
#if 0
|
||||
// Overlay: Display Tables Rectangles
|
||||
if (show_tables_rects)
|
||||
{
|
||||
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
|
||||
{
|
||||
ImGuiTable* table = g.Tables.GetByIndex(table_n);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// FIXME-WIP: This is a placeholder to facilitate merging of Docking branch into multiple branches.
|
||||
#if 0
|
||||
// Overlay: Display Docking info
|
||||
if (show_docking_nodes && g.IO.KeyCtrl)
|
||||
{
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
5
3rdparty/dear-imgui/imgui.h
vendored
5
3rdparty/dear-imgui/imgui.h
vendored
@@ -584,6 +584,7 @@ namespace ImGui
|
||||
// Columns
|
||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
||||
// - There is a maximum of 64 columns.
|
||||
// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
@@ -1941,7 +1942,7 @@ struct ImDrawList
|
||||
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
|
||||
|
||||
// Image primitives
|
||||
// - Read FAQ to understand what ImTextureID is.
|
||||
@@ -1959,7 +1960,7 @@ struct ImDrawList
|
||||
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
|
||||
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
|
||||
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
|
||||
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
|
||||
IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
|
||||
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
|
||||
|
||||
// Advanced
|
||||
|
||||
34
3rdparty/dear-imgui/imgui_draw.cpp
vendored
34
3rdparty/dear-imgui/imgui_draw.cpp
vendored
@@ -907,6 +907,17 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
|
||||
{
|
||||
float u = 1.0f - t;
|
||||
float w1 = u*u*u;
|
||||
float w2 = 3*u*u*t;
|
||||
float w3 = 3*u*t*t;
|
||||
float w4 = t*t*t;
|
||||
return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
|
||||
}
|
||||
|
||||
// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
|
||||
static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
|
||||
{
|
||||
float dx = x4 - x1;
|
||||
@@ -927,7 +938,6 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
|
||||
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
|
||||
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
|
||||
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
}
|
||||
@@ -938,22 +948,13 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
|
||||
ImVec2 p1 = _Path.back();
|
||||
if (num_segments == 0)
|
||||
{
|
||||
// Auto-tessellated
|
||||
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
|
||||
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
|
||||
}
|
||||
else
|
||||
{
|
||||
float t_step = 1.0f / (float)num_segments;
|
||||
for (int i_step = 1; i_step <= num_segments; i_step++)
|
||||
{
|
||||
float t = t_step * i_step;
|
||||
float u = 1.0f - t;
|
||||
float w1 = u*u*u;
|
||||
float w2 = 3*u*u*t;
|
||||
float w3 = 3*u*t*t;
|
||||
float w4 = t*t*t;
|
||||
_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
|
||||
}
|
||||
_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1128,13 +1129,14 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
// Cubic Bezier takes 4 controls points
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathLineTo(p1);
|
||||
PathBezierCurveTo(p2, p3, p4, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
@@ -1313,7 +1315,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
// Merge previous channel last draw command with current channel first draw command if matching.
|
||||
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
|
||||
idx_offset += ch._CmdBuffer[0].ElemCount;
|
||||
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
|
||||
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
|
||||
}
|
||||
if (ch._CmdBuffer.Size > 0)
|
||||
last_cmd = &ch._CmdBuffer.back();
|
||||
|
||||
5
3rdparty/dear-imgui/imgui_internal.h
vendored
5
3rdparty/dear-imgui/imgui_internal.h
vendored
@@ -192,6 +192,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Generic helpers
|
||||
// Note that the ImXXX helpers functions are lower-level than ImGui functions.
|
||||
// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - Helpers: Misc
|
||||
// - Helpers: Bit manipulation
|
||||
@@ -338,6 +340,9 @@ static inline float ImLinearSweep(float current, float target, float speed)
|
||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
|
||||
IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
|
||||
IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
|
||||
23
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
23
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -1259,21 +1259,14 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
|
||||
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
|
||||
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
|
||||
ItemSize(ImVec2(0.0f, thickness_layout));
|
||||
if (!ItemAdd(bb, 0))
|
||||
const bool item_visible = ItemAdd(bb, 0);
|
||||
if (item_visible)
|
||||
{
|
||||
if (columns)
|
||||
{
|
||||
PopColumnsBackground();
|
||||
columns->LineMinY = window->DC.CursorPos.y;
|
||||
}
|
||||
return;
|
||||
// Draw
|
||||
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&bb.Min, "--------------------------------");
|
||||
}
|
||||
|
||||
// Draw
|
||||
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&bb.Min, "--------------------------------");
|
||||
|
||||
if (columns)
|
||||
{
|
||||
PopColumnsBackground();
|
||||
@@ -7426,8 +7419,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
|
||||
IM_ASSERT(columns_count >= 1 && columns_count <= 64); // Maximum 64 columns
|
||||
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
|
||||
|
||||
// Acquire storage for the columns set
|
||||
ImGuiID id = GetColumnsID(str_id, columns_count);
|
||||
|
||||
Reference in New Issue
Block a user