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Internal: Refactor: Moved RenderArrow, RenderBullet, RenderCheckMark to imgui_draw.cpp, changed RenderCheckMark to avoid using ImGui context
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2fd411a83e
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60
imgui.cpp
60
imgui.cpp
@ -2542,8 +2542,9 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
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//-----------------------------------------------------------------------------
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// [SECTION] RENDER HELPERS
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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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// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
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// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
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// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
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//-----------------------------------------------------------------------------
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const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
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@ -2753,61 +2754,6 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
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}
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}
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// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
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void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
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{
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const float h = draw_list->_Data->FontSize * 1.00f;
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float r = h * 0.40f * scale;
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ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
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ImVec2 a, b, c;
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switch (dir)
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{
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case ImGuiDir_Up:
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case ImGuiDir_Down:
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if (dir == ImGuiDir_Up) r = -r;
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a = ImVec2(+0.000f,+0.750f) * r;
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b = ImVec2(-0.866f,-0.750f) * r;
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c = ImVec2(+0.866f,-0.750f) * r;
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break;
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case ImGuiDir_Left:
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case ImGuiDir_Right:
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if (dir == ImGuiDir_Left) r = -r;
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a = ImVec2(+0.750f,+0.000f) * r;
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b = ImVec2(-0.750f,+0.866f) * r;
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c = ImVec2(-0.750f,-0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_COUNT:
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IM_ASSERT(0);
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break;
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}
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draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
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}
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void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
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{
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draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
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}
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void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float thickness = ImMax(sz / 5.0f, 1.0f);
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sz -= thickness*0.5f;
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pos += ImVec2(thickness*0.25f, thickness*0.25f);
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float third = sz / 3.0f;
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float bx = pos.x + third;
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float by = pos.y + sz - third*0.5f;
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window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
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window->DrawList->PathLineTo(ImVec2(bx, by));
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window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
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window->DrawList->PathStroke(col, false, thickness);
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}
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void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -16,7 +16,7 @@ Index of this file:
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// [SECTION] ImFontAtlas glyph ranges helpers
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// [SECTION] ImFontGlyphRangesBuilder
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// [SECTION] ImFont
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// [SECTION] Internal Render Helpers
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// [SECTION] ImGui Internal Render Helpers
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// [SECTION] Decompression code
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// [SECTION] Default font data (ProggyClean.ttf)
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@ -3161,13 +3161,70 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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}
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//-----------------------------------------------------------------------------
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// [SECTION] Internal Render Helpers
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// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
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// [SECTION] ImGui Internal Render Helpers
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//-----------------------------------------------------------------------------
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// Vaguely redesigned to stop accessing ImGui global state:
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// - RenderArrow()
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// - RenderBullet()
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// - RenderCheckMark()
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// - RenderMouseCursor()
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// - RenderArrowPointingAt()
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// - RenderRectFilledRangeH()
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//-----------------------------------------------------------------------------
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// Function in need of a redesign (legacy mess)
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//-----------------------------------------------------------------------------
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// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
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void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
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{
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const float h = draw_list->_Data->FontSize * 1.00f;
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float r = h * 0.40f * scale;
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ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
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ImVec2 a, b, c;
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switch (dir)
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{
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case ImGuiDir_Up:
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case ImGuiDir_Down:
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if (dir == ImGuiDir_Up) r = -r;
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a = ImVec2(+0.000f, +0.750f) * r;
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b = ImVec2(-0.866f, -0.750f) * r;
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c = ImVec2(+0.866f, -0.750f) * r;
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break;
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case ImGuiDir_Left:
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case ImGuiDir_Right:
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if (dir == ImGuiDir_Left) r = -r;
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a = ImVec2(+0.750f, +0.000f) * r;
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b = ImVec2(-0.750f, +0.866f) * r;
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c = ImVec2(-0.750f, -0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_COUNT:
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IM_ASSERT(0);
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break;
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}
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draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
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}
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void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
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{
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draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
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}
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void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
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{
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float thickness = ImMax(sz / 5.0f, 1.0f);
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sz -= thickness * 0.5f;
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pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
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float third = sz / 3.0f;
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float bx = pos.x + third;
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float by = pos.y + sz - third * 0.5f;
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draw_list->PathLineTo(ImVec2(bx - third, by - third));
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draw_list->PathLineTo(ImVec2(bx, by));
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draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
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draw_list->PathStroke(col, false, thickness);
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}
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void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
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{
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@ -1813,7 +1813,6 @@ namespace ImGui
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IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
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IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
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IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
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IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
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IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
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IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
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@ -1821,6 +1820,7 @@ namespace ImGui
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// Render helpers (those functions don't access any ImGui state!)
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IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
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IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
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IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
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IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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@ -1044,7 +1044,7 @@ bool ImGui::Checkbox(const char* label, bool* v)
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else if (*v)
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{
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const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
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RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
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RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
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}
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if (g.LogEnabled)
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@ -6433,7 +6433,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
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PopStyleColor();
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}
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if (selected)
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RenderCheckMark(pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
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RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
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}
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IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
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