mirror of
https://github.com/bkaradzic/bgfx.git
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Updated ImGui.
This commit is contained in:
4
3rdparty/dear-imgui/imgui.cpp
vendored
4
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -176,7 +176,7 @@ CODE
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- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
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phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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@@ -638,7 +638,7 @@ CODE
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- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
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an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
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OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp)
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DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
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DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
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DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
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42
3rdparty/dear-imgui/imgui.h
vendored
42
3rdparty/dear-imgui/imgui.h
vendored
@@ -74,8 +74,12 @@ Index of this file:
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#define IM_FMTLIST(FMT)
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#endif
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
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#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
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#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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#if (__cplusplus >= 201100)
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#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
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#else
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#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
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#endif
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// Warnings
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#if defined(__clang__)
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@@ -1898,33 +1902,39 @@ struct ImDrawList
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inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
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// Primitives
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IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
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IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
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IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
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IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
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IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
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IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
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IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
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IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
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IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
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IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
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IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
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IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
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IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
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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);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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// Image primitives
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// - Read FAQ to understand what ImTextureID is.
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// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
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// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
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inline void PathClear() { _Path.Size = 0; }
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inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
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inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
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inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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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
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IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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6
3rdparty/dear-imgui/imgui_demo.cpp
vendored
6
3rdparty/dear-imgui/imgui_demo.cpp
vendored
@@ -759,7 +759,7 @@ static void ShowDemoWindowWidgets()
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// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
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// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
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// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
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// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
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// (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.)
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// 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.
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// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
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// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
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@@ -4391,9 +4391,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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ImVec2 window_size = ImGui::GetWindowSize();
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ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
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if (draw_bg)
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ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4);
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ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4);
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if (draw_fg)
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ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
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ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10);
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ImGui::EndTabItem();
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}
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108
3rdparty/dear-imgui/imgui_draw.cpp
vendored
108
3rdparty/dear-imgui/imgui_draw.cpp
vendored
@@ -860,26 +860,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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}
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}
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void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
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void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
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{
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if (radius == 0.0f || a_min_of_12 > a_max_of_12)
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{
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_Path.push_back(centre);
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_Path.push_back(center);
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return;
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}
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_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
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for (int a = a_min_of_12; a <= a_max_of_12; a++)
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{
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const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
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_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
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_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
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}
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}
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void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
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void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
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{
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if (radius == 0.0f)
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{
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_Path.push_back(centre);
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_Path.push_back(center);
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return;
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}
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@@ -889,7 +889,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
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for (int i = 0; i <= num_segments; i++)
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{
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const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
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_Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
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_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
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}
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}
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@@ -968,44 +968,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
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}
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}
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void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
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void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(a + ImVec2(0.5f,0.5f));
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PathLineTo(b + ImVec2(0.5f,0.5f));
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PathLineTo(p1 + ImVec2(0.5f, 0.5f));
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PathLineTo(p2 + ImVec2(0.5f, 0.5f));
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PathStroke(col, false, thickness);
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}
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// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
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void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
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// p_min = upper-left, p_max = lower-right
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// Note we don't render 1 pixels sized rectangles properly.
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void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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if (Flags & ImDrawListFlags_AntiAliasedLines)
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PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners);
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PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
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else
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PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
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PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
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PathStroke(col, true, thickness);
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}
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void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
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void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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if (rounding > 0.0f)
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{
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PathRect(a, b, rounding, rounding_corners);
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PathRect(p_min, p_max, rounding, rounding_corners);
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PathFillConvex(col);
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}
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else
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{
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PrimReserve(6, 4);
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PrimRect(a, b, col);
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PrimRect(p_min, p_max, col);
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}
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}
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void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
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// p_min = upper-left, p_max = lower-right
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void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
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{
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if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
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return;
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@@ -1014,77 +1016,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
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PrimReserve(6, 4);
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PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
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PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
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PrimWriteVtx(a, uv, col_upr_left);
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PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
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PrimWriteVtx(c, uv, col_bot_right);
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PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
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PrimWriteVtx(p_min, uv, col_upr_left);
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PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
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PrimWriteVtx(p_max, uv, col_bot_right);
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PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
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}
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||||
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void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
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void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
|
||||
{
|
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathLineTo(p4);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
|
||||
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathLineTo(p4);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
|
||||
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@@ -1132,7 +1134,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
|
||||
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
|
||||
}
|
||||
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@@ -1142,13 +1144,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
PrimReserve(6, 4);
|
||||
PrimRectUV(a, b, uv_a, uv_b, col);
|
||||
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
|
||||
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@@ -1158,20 +1160,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
PrimReserve(6, 4);
|
||||
PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
|
||||
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
|
||||
{
|
||||
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
|
||||
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1180,10 +1182,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
int vert_start_idx = VtxBuffer.Size;
|
||||
PathRect(a, b, rounding, rounding_corners);
|
||||
PathRect(p_min, p_max, rounding, rounding_corners);
|
||||
PathFillConvex(col);
|
||||
int vert_end_idx = VtxBuffer.Size;
|
||||
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
|
||||
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
|
||||
8
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
8
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -1361,8 +1361,12 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
|
||||
// Shrink excess width from a set of item, by removing width from the larger items first.
|
||||
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
|
||||
{
|
||||
if (count > 1)
|
||||
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
|
||||
if (count == 1)
|
||||
{
|
||||
items[0].Width -= width_excess;
|
||||
return;
|
||||
}
|
||||
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
|
||||
int count_same_width = 1;
|
||||
while (width_excess > 0.0f && count_same_width < count)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user