Internals: Changed signature of ShadeVerts functions to remove pointers. (#1286, #1700, #1986)

This commit is contained in:
omar 2018-07-30 17:24:04 +02:00
parent f05aede098
commit 4d5dcdb57a
3 changed files with 10 additions and 7 deletions

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@ -12854,7 +12854,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
// Paint colors over existing vertices // Paint colors over existing vertices
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
} }
// Render Cursor + preview on Hue Wheel // Render Cursor + preview on Hue Wheel

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@ -1210,7 +1210,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
PathRect(a, b, rounding, rounding_corners); PathRect(a, b, rounding, rounding_corners);
PathFillConvex(col); PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size; int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(VtxBuffer.Data + vert_start_idx, VtxBuffer.Data + vert_end_idx, a, b, uv_a, uv_b, true); ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
if (push_texture_id) if (push_texture_id)
PopTextureID(); PopTextureID();
@ -1258,10 +1258,12 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Generic linear color gradient, write to RGB fields, leave A untouched. // Generic linear color gradient, write to RGB fields, leave A untouched.
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
{ {
ImVec2 gradient_extent = gradient_p1 - gradient_p0; ImVec2 gradient_extent = gradient_p1 - gradient_p0;
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
{ {
float d = ImDot(vert->pos - gradient_p0, gradient_extent); float d = ImDot(vert->pos - gradient_p0, gradient_extent);
@ -1274,7 +1276,7 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDra
} }
// Distribute UV over (a, b) rectangle // Distribute UV over (a, b) rectangle
void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
{ {
const ImVec2 size = b - a; const ImVec2 size = b - a;
const ImVec2 uv_size = uv_b - uv_a; const ImVec2 uv_size = uv_b - uv_a;
@ -1282,11 +1284,12 @@ void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, con
size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
if (clamp) if (clamp)
{ {
const ImVec2 min = ImMin(uv_a, uv_b); const ImVec2 min = ImMin(uv_a, uv_b);
const ImVec2 max = ImMax(uv_a, uv_b); const ImVec2 max = ImMax(uv_a, uv_b);
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
} }

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@ -1202,8 +1202,8 @@ namespace ImGui
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size); IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
// Shade functions (write over already created vertices) // Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
} // namespace ImGui } // namespace ImGui