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Demo: integrated a reworked demo from @bdero (TODO: default parent window size missing)
https://gist.github.com/bdero/987a959c33b0d9dc8ab04bc5aeecb50c
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@ -688,6 +688,9 @@ Other Changes:
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- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
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- Style: Reduced the size of the resizing grip, made alpha less prominent.
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- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
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- Demo: Added a fancy "particle text" demo in Examples->Custom Rendering. [@bdero]
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Originally done as a 1024 bytes source, as part of the "ImDrawList coding party" challenge:
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https://github.com/ocornut/imgui/issues/3606
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- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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100
imgui_demo.cpp
100
imgui_demo.cpp
@ -7309,6 +7309,83 @@ static void ShowExampleAppWindowTitles(bool*)
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// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
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//-----------------------------------------------------------------------------
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// Mini "Particle Text" demo by Brandon DeRosier
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// Originally done as a 1024 bytes source, as part of the "ImDrawList coding party" challenge:
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// - https://github.com/ocornut/imgui/issues/3606#issuecomment-734636054
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// - https://twitter.com/algebrandon/status/1332182010593304576
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// This is a fun thing to inspire people to see the potential of using ImDrawList for custom drawing.
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// Don't do this at home!
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static void ShowFxParticleText(ImDrawList* draw_list, ImVec2 p0, ImVec2 p1, float time)
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{
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// The base diameter (and distance apart) all of the circles should be on the grid.
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// The actual diameter is inflated a bit from this value so that the circles smoosh together.
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const float diameter = 11.0f;
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const float scale = (p1.x - p0.x) / 400.0f;
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// This packed array contains a 17x13 grid (221-bit) spelling the word "DEAR IMGUI"
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// Our storage 32x7 (224-bit) so the least significant 3 bits are unused (hence the -3 in the loop below).
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const unsigned int GRID[] = { 0xD9000080, 0x750A2B18, 0xDC2A2A17, 0x0200025D, 0x5AB1E800, 0x26EAB555, 0x01800100 };
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// Storage for a rotating circle (we use the index for sorting and for computing the color)
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struct GridCircle { float x, y, z; int index; };
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GridCircle circles[221];
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// Helper functions
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struct f
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{
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// This is a S-curve function `1/(1+e^-t)`, but with a range of 0 to 2 PI
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// because this demo happens to only use it for computing rotations.
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// See also: https://en.wikipedia.org/wiki/Sigmoid_function
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static float Sigmoid(float T) { return 1.f / (1 + expf(-(T))) * 3.141592f * 2.0f; }
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// This is a Sine function with an exponentially decaying magnitude `sin(t)`.
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// The intended domain is 0 to ~5, and the range is -1 to 1.
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static float Bounce(float T) { return sinf((T) * 3.0f) * expf(-(T)); }
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// 2D rotation formula. This demo uses Euler angles, and so this formula is used
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// three times (once for each basis axis) when computing the position of each circle.
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// See also: https://en.wikipedia.org/wiki/Rotation_matrix
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static void Rotate(float& u, float& v, float r) { float U = u; u = cosf(r) * u - sinf(r) * v; v = sinf(r) * U + cosf(r) * v; }
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// Sorting function so that circles with higher Z values (which are further away from the camera) are given lower order
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static int IMGUI_CDECL GridCircleCompareByZ(const void* a, const void* b) { return (((const GridCircle*)b)->z - ((const GridCircle*)a)->z > 0.0f) ? 1 : -1; }
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};
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// For each circle in the grid: rotate, calculate z and calculate x
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const float loop_time = fmodf(time, 6.0f) * 10.0f;
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for (int n = 3; n < 224; n++)
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{
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int index = (n - 3);
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float x = (float)(index % 17) * diameter - 9.0f * diameter;
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float y = (float)(index / 17) * diameter - 6.0f * diameter;
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float z = 0.0f;
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float distance = sqrtf(x * x + y * y) / 32.0f;
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f::Rotate(x, y, f::Sigmoid(loop_time - 20 - distance) + cosf(time / 2) / 4); // Rotate on Z axis
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f::Rotate(y, z, f::Sigmoid(loop_time - 4 - distance) + cosf(time / 3) / 4); // Rotate on X axis
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f::Rotate(x, z, f::Sigmoid(loop_time - 12 - distance) + cosf(time / 7) / 4); // Rotate on Y axis
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z -= (loop_time - distance > 28) ? f::Bounce((loop_time - 28 - distance) / 2) * 50 : 0;
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z = (GRID[n / 32] & (1 << (n % 32))) ? z / 100.f + 1.f : 0.0f;
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circles[index].x = p0.x + (p1.x - p0.x) * 0.5f + scale * x / z;
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circles[index].y = p0.y + (p1.y - p0.y) * 0.5f + scale * y / z;
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circles[index].z = z;
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circles[index].index = index;
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}
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// Sort back-to-front, then draw
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qsort(&circles[0], 221, sizeof(circles[0]), f::GridCircleCompareByZ);
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for (int i = 0; i < 221; i++)
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{
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GridCircle* c = &circles[i];
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if (c->z == 0.0f)
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continue;
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ImU32 col = IM_COL32(c->index > 102 ? 0 : 255, c->index < 102 ? 0 : 255, IM_CLAMP((int)(765 - c->z * 637), 0, 255), 255);
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float rad = diameter * .8f / c->z;
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draw_list->AddCircleFilled(ImVec2(c->x, c->y), rad * scale, col);
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}
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}
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// Demonstrate using the low-level ImDrawList to draw custom shapes.
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static void ShowExampleAppCustomRendering(bool* p_open)
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{
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@ -7326,6 +7403,29 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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if (ImGui::BeginTabBar("##TabBar"))
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{
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if (ImGui::BeginTabItem("Fancy demo"))
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{
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// Mini "Particle Text" demo by Brandon DeRosier
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// See ShowFxParticleText() for details!
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static float time = 0.0f;
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if (ImGui::IsWindowAppearing())
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time = 0.0f;
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else
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time += ImGui::GetIO().DeltaTime;
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float w = ImGui::GetContentRegionAvail().x;
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float h = (float)(int)(w / 1.777f);
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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ImGui::InvisibleButton("canvas", ImVec2(w, h));
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ImVec2 p0 = ImGui::GetItemRectMin();
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ImVec2 p1 = ImGui::GetItemRectMax();
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draw_list->PushClipRect(p0, p1, true);
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draw_list->AddRectFilled(p0, p1, IM_COL32(0, 0, 0, 100));
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ShowFxParticleText(draw_list, p0, p1, time);
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draw_list->AddRect(p0, p1, IM_COL32(100, 100, 100, 100));
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draw_list->PopClipRect();
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Primitives"))
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{
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ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);
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