mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-21 19:37:01 +00:00
Turned ImVec2 to const ref to RenderChar(), RenderText(), ColorButton(), PushClipRect(). for consistency. Comments about polygon filling winding order.
This commit is contained in:
parent
0dec430707
commit
2747a8ca40
14
imgui.h
14
imgui.h
@ -583,7 +583,7 @@ namespace ImGui
|
||||
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
|
||||
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
|
||||
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
|
||||
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
|
||||
|
||||
// Widgets: Trees
|
||||
@ -2519,7 +2519,7 @@ struct ImDrawList
|
||||
ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
|
||||
|
||||
~ImDrawList() { _ClearFreeMemory(); }
|
||||
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
IMGUI_API void PushClipRectFullScreen();
|
||||
IMGUI_API void PopClipRect();
|
||||
IMGUI_API void PushTextureID(ImTextureID texture_id);
|
||||
@ -2528,6 +2528,7 @@ struct ImDrawList
|
||||
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
|
||||
|
||||
// Primitives
|
||||
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
|
||||
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
|
||||
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
|
||||
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
|
||||
@ -2548,7 +2549,7 @@ struct ImDrawList
|
||||
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
|
||||
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, ImDrawFlags flags, 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 AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
|
||||
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
|
||||
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
|
||||
|
||||
@ -2561,10 +2562,11 @@ struct ImDrawList
|
||||
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, ImDrawFlags flags = 0);
|
||||
|
||||
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
|
||||
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
|
||||
inline void PathClear() { _Path.Size = 0; }
|
||||
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
|
||||
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
|
||||
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.
|
||||
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
|
||||
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
|
||||
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
|
||||
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
|
||||
@ -2875,8 +2877,8 @@ struct ImFont
|
||||
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
|
||||
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
|
||||
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
|
||||
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
|
||||
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
|
||||
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
|
||||
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
|
||||
|
||||
// [Internal] Don't use!
|
||||
IMGUI_API void BuildLookupTable();
|
||||
|
@ -580,7 +580,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
|
||||
}
|
||||
|
||||
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
|
||||
void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
|
||||
{
|
||||
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
|
||||
if (intersect_with_current_clip_rect)
|
||||
@ -973,7 +973,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
}
|
||||
}
|
||||
|
||||
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
|
||||
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
|
||||
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
|
||||
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
|
||||
{
|
||||
if (points_count < 3)
|
||||
@ -3523,7 +3524,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
|
||||
}
|
||||
|
||||
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
|
||||
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
|
||||
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
|
||||
{
|
||||
const ImFontGlyph* glyph = FindGlyph(c);
|
||||
if (!glyph || !glyph->Visible)
|
||||
@ -3531,26 +3532,25 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
if (glyph->Colored)
|
||||
col |= ~IM_COL32_A_MASK;
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = IM_FLOOR(pos.x);
|
||||
pos.y = IM_FLOOR(pos.y);
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
|
||||
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
{
|
||||
if (!text_end)
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
pos.x = IM_FLOOR(pos.x);
|
||||
pos.y = IM_FLOOR(pos.y);
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
if (y > clip_rect.w)
|
||||
return;
|
||||
|
||||
const float start_x = x;
|
||||
const float scale = size / FontSize;
|
||||
const float line_height = FontSize * scale;
|
||||
const bool word_wrap_enabled = (wrap_width > 0.0f);
|
||||
@ -3602,14 +3602,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
|
||||
if (!word_wrap_eol)
|
||||
{
|
||||
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
|
||||
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
|
||||
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
|
||||
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
|
||||
}
|
||||
|
||||
if (s >= word_wrap_eol)
|
||||
{
|
||||
x = pos.x;
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
word_wrap_eol = NULL;
|
||||
|
||||
@ -3640,7 +3640,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
{
|
||||
if (c == '\n')
|
||||
{
|
||||
x = pos.x;
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
if (y > clip_rect.w)
|
||||
break; // break out of main loop
|
||||
|
@ -1294,7 +1294,7 @@ enum ImGuiNavHighlightFlags_
|
||||
enum ImGuiNavDirSourceFlags_
|
||||
{
|
||||
ImGuiNavDirSourceFlags_None = 0,
|
||||
ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys
|
||||
ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), facilitate use of some functions before we can unify nav and keys
|
||||
ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
|
||||
ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
|
||||
ImGuiNavDirSourceFlags_PadLStick = 1 << 3
|
||||
|
@ -5454,7 +5454,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
|
||||
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
|
||||
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
|
||||
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
|
||||
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
@ -5462,11 +5462,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiID id = window->GetID(desc_id);
|
||||
float default_size = GetFrameHeight();
|
||||
if (size.x == 0.0f)
|
||||
size.x = default_size;
|
||||
if (size.y == 0.0f)
|
||||
size.y = default_size;
|
||||
const float default_size = GetFrameHeight();
|
||||
const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
|
||||
if (!ItemAdd(bb, id))
|
||||
|
Loading…
Reference in New Issue
Block a user