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https://github.com/Drezil/imgui.git
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AA branch: undo d35c1a9e66
, thickness is back but goes through non-AA path (#133)
This commit is contained in:
parent
439040bb25
commit
54c2665032
25
imgui.cpp
25
imgui.cpp
@ -157,7 +157,6 @@
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- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
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- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index your buffer. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
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- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
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- removed the 'thickness' parameter from ImDrawList::AddLine().
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- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
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- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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@ -399,6 +398,7 @@
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- separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
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- gauge: various forms of gauge/loading bars widgets
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- color: better color editor.
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- plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals)
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- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
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- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
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- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
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@ -433,6 +433,7 @@
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- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
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- input: support track pad style scrolling & slider edit.
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- portability: big-endian test/support (#81)
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- drawlist: add support for anti-aliased lines with >1.0f thickness (#133)
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- memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
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- misc: mark printf compiler attributes on relevant functions
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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@ -9199,7 +9200,7 @@ void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a
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_IdxWritePtr += 6;
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}
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, bool anti_aliased)
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)
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{
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if (points_count < 2)
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return;
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@ -9215,7 +9216,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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count = points_count-1;
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}
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if (anti_aliased)
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if (anti_aliased && thickness == 1.0f)
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{
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// Anti-aliased stroke
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const float AA_SIZE = 1.0f;
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@ -9272,10 +9273,10 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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temp_inner[i2] = points[i2] - dm;
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// Add indexes
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_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + i1*3);
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_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + i1*3); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + i2*3); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + i2*3);
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_IdxWritePtr[6] = (ImDrawIdx)(vtx_inner_idx + i2*3); _IdxWritePtr[7] = (ImDrawIdx)(vtx_inner_idx + i1*3); _IdxWritePtr[8] = (ImDrawIdx)(_VtxCurrentIdx + i1*3);
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_IdxWritePtr[9] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[10]= (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[11]= (ImDrawIdx)(vtx_inner_idx + i2*3);
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_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + i1*3);
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_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + i1*3); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + i2*3); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + i2*3);
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_IdxWritePtr[6] = (ImDrawIdx)(vtx_inner_idx + i2*3); _IdxWritePtr[7] = (ImDrawIdx)(vtx_inner_idx + i1*3); _IdxWritePtr[8] = (ImDrawIdx)(_VtxCurrentIdx + i1*3);
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_IdxWritePtr[9] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[10]= (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[11]= (ImDrawIdx)(vtx_inner_idx + i2*3);
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_IdxWritePtr += 12;
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}
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@ -9304,8 +9305,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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ImVec2 diff = p2 - p1;
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diff *= ImInvLength(diff, 1.0f);
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const float dx = diff.x * 0.5f;
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const float dy = diff.y * 0.5f;
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const float dx = diff.x * (thickness * 0.5f);
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const float dy = diff.y * (thickness * 0.5f);
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_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
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_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
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_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
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@ -9473,13 +9474,13 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
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}
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}
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void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
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{
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if ((col >> 24) == 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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PathStroke(col, false);
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PathStroke(col, false, thickness);
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}
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void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
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@ -11381,7 +11382,7 @@ void ImGui::ShowTestWindow(bool* opened)
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// Draw a line between the button and the mouse cursor
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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draw_list->PushClipRectFullScreen();
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draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]));
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draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
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draw_list->PopClipRect();
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ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
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ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
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6
imgui.h
6
imgui.h
@ -1060,7 +1060,7 @@ struct ImDrawList
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IMGUI_API void PopTextureID();
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// Primitives
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IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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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, int rounding_corners = 0x0F);
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IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
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IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
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@ -1068,7 +1068,7 @@ struct ImDrawList
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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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& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, bool anti_aliased);
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
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// Stateful path API, add points then finish with PathFill() or PathStroke()
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@ -1078,7 +1078,7 @@ struct ImDrawList
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
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IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
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inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
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inline void PathStroke(ImU32 col, bool closed) { AddPolyline(_Path.Data, _Path.Size, col, closed, true); PathClear(); }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
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// Advanced
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IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
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