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