Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
omar
2019-08-23 12:21:49 +02:00
8 changed files with 128 additions and 104 deletions

View File

@ -866,26 +866,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
}
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius == 0.0f || a_min_of_12 > a_max_of_12)
{
_Path.push_back(centre);
_Path.push_back(center);
return;
}
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
for (int a = a_min_of_12; a <= a_max_of_12; a++)
{
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
}
}
void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius == 0.0f)
{
_Path.push_back(centre);
_Path.push_back(center);
return;
}
@ -895,7 +895,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
_Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
}
}
@ -974,44 +974,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
}
}
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a + ImVec2(0.5f,0.5f));
PathLineTo(b + ImVec2(0.5f,0.5f));
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, false, thickness);
}
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners);
PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
else
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, true, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding > 0.0f)
{
PathRect(a, b, rounding, rounding_corners);
PathRect(p_min, p_max, rounding, rounding_corners);
PathFillConvex(col);
}
else
{
PrimReserve(6, 4);
PrimRect(a, b, col);
PrimRect(p_min, p_max, col);
}
}
void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
// p_min = upper-left, p_max = lower-right
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
@ -1020,77 +1022,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
PrimReserve(6, 4);
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
PrimWriteVtx(a, uv, col_upr_left);
PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
PrimWriteVtx(c, uv, col_bot_right);
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
PrimWriteVtx(p_min, uv, col_upr_left);
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
PrimWriteVtx(p_max, uv, col_bot_right);
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, true, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, true, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
@ -1138,7 +1140,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@ -1148,13 +1150,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(a, b, uv_a, uv_b, col);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@ -1164,20 +1166,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
{
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
@ -1186,10 +1188,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(a, b, rounding, rounding_corners);
PathRect(p_min, p_max, rounding, rounding_corners);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
PopTextureID();