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https://github.com/Drezil/imgui.git
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ImDrawList: added thickness param to AddLine(). Added PushClipRectFullScreen() helper.
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parent
7d26e85b05
commit
9f1b407def
24
imgui.cpp
24
imgui.cpp
@ -7229,6 +7229,18 @@ void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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UpdateClipRect();
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}
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void ImDrawList::PushClipRectFullScreen()
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{
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PushClipRect(GNullClipRect);
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// This would be more correct but we're not supposed to access ImGuiState from here?
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//ImGuiState& g = *GImGui;
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//if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
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// PushClipRect(ImVec4(g.IO.DisplayVisibleMin.x, g.IO.DisplayVisibleMin.y, g.IO.DisplayVisibleMax.x, g.IO.DisplayVisibleMax.y));
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//else
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// PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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}
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void ImDrawList::PopClipRect()
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{
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IM_ASSERT(clip_rect_stack.size() > 0);
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@ -7291,11 +7303,11 @@ void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv)
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}
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// NB: memory should be reserved for 6 vertices by the caller.
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void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float half_thickness)
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{
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const float length = sqrtf(ImLengthSqr(b - a));
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const ImVec2 hn = (b - a) * (0.50f / length); // half normal
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const ImVec2 hp0 = ImVec2(+hn.y, -hn.x); // half perpendiculars + user offset
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const float inv_length = 1.0f / sqrtf(ImLengthSqr(b - a));
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const ImVec2 hn = (b - a) * (half_thickness * inv_length); // half normal
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const ImVec2 hp0 = ImVec2(+hn.y, -hn.x); // half perpendiculars + user offset
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const ImVec2 hp1 = ImVec2(-hn.y, +hn.x);
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// Two triangles makes up one line. Using triangles allows us to reduce amount of draw calls.
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@ -7307,13 +7319,13 @@ void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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AddVtx(a + hp1, col);
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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 half_thickness)
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{
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if ((col >> 24) == 0)
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return;
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ReserveVertices(6);
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AddVtxLine(a, b, col);
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AddVtxLine(a, b, col, half_thickness);
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}
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void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris, const ImVec2& third_point_offset)
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5
imgui.h
5
imgui.h
@ -861,12 +861,13 @@ struct ImDrawList
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ImDrawList() { Clear(); }
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IMGUI_API void Clear();
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IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
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IMGUI_API void PushClipRectFullScreen();
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IMGUI_API void PopClipRect();
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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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 half_thickness = 0.50f);
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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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@ -884,7 +885,7 @@ struct ImDrawList
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IMGUI_API void ReserveVertices(unsigned int vtx_count);
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IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
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IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
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IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float half_thickness = 0.50f);
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateTextureID();
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};
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