Internal: Refactor: Moved RenderArrow, RenderBullet, RenderCheckMark to imgui_draw.cpp, changed RenderCheckMark to avoid using ImGui context

This commit is contained in:
omar
2020-03-18 22:36:51 +01:00
parent 2fd411a83e
commit 0bbbbe0f68
4 changed files with 66 additions and 63 deletions

View File

@ -2542,8 +2542,9 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
//-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
//-----------------------------------------------------------------------------
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
@ -2753,61 +2754,6 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
}
}
// 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
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
const float h = draw_list->_Data->FontSize * 1.00f;
float r = h * 0.40f * scale;
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
switch (dir)
{
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up) r = -r;
a = ImVec2(+0.000f,+0.750f) * r;
b = ImVec2(-0.866f,-0.750f) * r;
c = ImVec2(+0.866f,-0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left) r = -r;
a = ImVec2(+0.750f,+0.000f) * r;
b = ImVec2(-0.750f,+0.866f) * r;
c = ImVec2(-0.750f,-0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
}
void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float thickness = ImMax(sz / 5.0f, 1.0f);
sz -= thickness*0.5f;
pos += ImVec2(thickness*0.25f, thickness*0.25f);
float third = sz / 3.0f;
float bx = pos.x + third;
float by = pos.y + sz - third*0.5f;
window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
window->DrawList->PathLineTo(ImVec2(bx, by));
window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
window->DrawList->PathStroke(col, false, thickness);
}
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
{
ImGuiContext& g = *GImGui;