mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-11 11:29:02 +08:00
Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_sdl.cpp # imgui.cpp
This commit is contained in:
commit
c706ff6f3a
@ -124,6 +124,8 @@ Breaking Changes:
|
||||
documented (can only unreserve from the last reserve call). If you suspect you ever
|
||||
used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing
|
||||
calls. [@ShironekoBen]
|
||||
- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
|
||||
technically supports it, future code may not so we're putting the restriction ahead.
|
||||
- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
|
||||
of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
|
||||
adding multiple points into it, you may need to fix your initial value.
|
||||
@ -138,6 +140,8 @@ Other Changes:
|
||||
selection, those new api can fill a gap. [@ShironekoBen]
|
||||
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
|
||||
- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
|
||||
- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
|
||||
on Wayland). (#2800, #2802) [@NeroBurner]
|
||||
- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
|
||||
settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might
|
||||
automatically use it). [#2919, #2798]
|
||||
|
@ -20,6 +20,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
@ -72,6 +73,7 @@ static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
static bool g_MouseCanUseGlobalState = true;
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
|
||||
@ -191,6 +193,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
// Load mouse cursors
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
@ -201,6 +204,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Check and store if we are on Wayland
|
||||
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)window;
|
||||
@ -291,26 +297,34 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
|
||||
// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
int mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
if (g_MouseCanUseGlobalState)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
|
||||
if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
|
||||
io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
|
||||
// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
int mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
|
||||
if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
|
||||
io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(g_Window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(g_Window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
}
|
||||
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
|
||||
|
144
imgui.cpp
144
imgui.cpp
@ -45,7 +45,8 @@ CODE
|
||||
// [SECTION] FORWARD DECLARATIONS
|
||||
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
|
||||
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (File functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
|
||||
@ -364,6 +365,7 @@ CODE
|
||||
- 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
|
||||
|
||||
|
||||
- 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
|
||||
- 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
|
||||
- 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
|
||||
- ShowTestWindow() -> use ShowDemoWindow()
|
||||
@ -1143,9 +1145,77 @@ void ImGuiIO::ClearInputCharacters()
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
|
||||
{
|
||||
IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
|
||||
ImVec2 p_last = p1;
|
||||
ImVec2 p_closest;
|
||||
float p_closest_dist2 = FLT_MAX;
|
||||
float t_step = 1.0f / (float)num_segments;
|
||||
for (int i_step = 1; i_step <= num_segments; i_step++)
|
||||
{
|
||||
ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
|
||||
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
|
||||
float dist2 = ImLengthSqr(p - p_line);
|
||||
if (dist2 < p_closest_dist2)
|
||||
{
|
||||
p_closest = p_line;
|
||||
p_closest_dist2 = dist2;
|
||||
}
|
||||
p_last = p_current;
|
||||
}
|
||||
return p_closest;
|
||||
}
|
||||
|
||||
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
|
||||
static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
|
||||
{
|
||||
float dx = x4 - x1;
|
||||
float dy = y4 - y1;
|
||||
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
|
||||
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
|
||||
d2 = (d2 >= 0) ? d2 : -d2;
|
||||
d3 = (d3 >= 0) ? d3 : -d3;
|
||||
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
|
||||
{
|
||||
ImVec2 p_current(x4, y4);
|
||||
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
|
||||
float dist2 = ImLengthSqr(p - p_line);
|
||||
if (dist2 < p_closest_dist2)
|
||||
{
|
||||
p_closest = p_line;
|
||||
p_closest_dist2 = dist2;
|
||||
}
|
||||
p_last = p_current;
|
||||
}
|
||||
else if (level < 10)
|
||||
{
|
||||
float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f;
|
||||
float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f;
|
||||
float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f;
|
||||
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
|
||||
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
|
||||
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
|
||||
BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
|
||||
BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
|
||||
}
|
||||
}
|
||||
|
||||
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
|
||||
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
|
||||
ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
|
||||
{
|
||||
IM_ASSERT(tess_tol > 0.0f);
|
||||
ImVec2 p_last = p1;
|
||||
ImVec2 p_closest;
|
||||
float p_closest_dist2 = FLT_MAX;
|
||||
BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
|
||||
return p_closest;
|
||||
}
|
||||
|
||||
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
|
||||
{
|
||||
ImVec2 ap = p - a;
|
||||
@ -1194,6 +1264,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
|
||||
return proj_ca;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
|
||||
int ImStricmp(const char* str1, const char* str2)
|
||||
{
|
||||
@ -1764,38 +1838,6 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
|
||||
}
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = style.Colors[idx];
|
||||
c.w *= style.Alpha * alpha_mul;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(const ImVec4& col)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = col;
|
||||
c.w *= style.Alpha;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
return style.Colors[idx];
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImU32 col)
|
||||
{
|
||||
float style_alpha = GImGui->Style.Alpha;
|
||||
if (style_alpha >= 1.0f)
|
||||
return col;
|
||||
ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
|
||||
a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
|
||||
return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImGuiStorage
|
||||
// Helper: Key->value storage
|
||||
@ -2253,10 +2295,42 @@ bool ImGuiListClipper::Step()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] RENDER HELPERS
|
||||
// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
|
||||
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
|
||||
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = style.Colors[idx];
|
||||
c.w *= style.Alpha * alpha_mul;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(const ImVec4& col)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = col;
|
||||
c.w *= style.Alpha;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
return style.Colors[idx];
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImU32 col)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
if (style.Alpha >= 1.0f)
|
||||
return col;
|
||||
ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
|
||||
a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
|
||||
return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
|
||||
}
|
||||
|
||||
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
|
||||
{
|
||||
const char* text_display_end = text;
|
||||
|
5
imgui.h
5
imgui.h
@ -596,6 +596,7 @@ namespace ImGui
|
||||
// Columns
|
||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
||||
// - There is a maximum of 64 columns.
|
||||
// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
@ -2042,7 +2043,7 @@ struct ImDrawList
|
||||
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);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
|
||||
|
||||
// Image primitives
|
||||
// - Read FAQ to understand what ImTextureID is.
|
||||
@ -2060,7 +2061,7 @@ struct ImDrawList
|
||||
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
|
||||
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
|
||||
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
|
||||
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
|
||||
IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
|
||||
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
|
||||
|
||||
// Advanced
|
||||
|
@ -913,6 +913,17 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
|
||||
{
|
||||
float u = 1.0f - t;
|
||||
float w1 = u*u*u;
|
||||
float w2 = 3*u*u*t;
|
||||
float w3 = 3*u*t*t;
|
||||
float w4 = t*t*t;
|
||||
return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
|
||||
}
|
||||
|
||||
// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
|
||||
static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
|
||||
{
|
||||
float dx = x4 - x1;
|
||||
@ -933,7 +944,6 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
|
||||
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
|
||||
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
|
||||
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
}
|
||||
@ -944,22 +954,13 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
|
||||
ImVec2 p1 = _Path.back();
|
||||
if (num_segments == 0)
|
||||
{
|
||||
// Auto-tessellated
|
||||
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
|
||||
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
|
||||
}
|
||||
else
|
||||
{
|
||||
float t_step = 1.0f / (float)num_segments;
|
||||
for (int i_step = 1; i_step <= num_segments; i_step++)
|
||||
{
|
||||
float t = t_step * i_step;
|
||||
float u = 1.0f - t;
|
||||
float w1 = u*u*u;
|
||||
float w2 = 3*u*u*t;
|
||||
float w3 = 3*u*t*t;
|
||||
float w4 = t*t*t;
|
||||
_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
|
||||
}
|
||||
_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1134,13 +1135,14 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
// Cubic Bezier takes 4 controls points
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathLineTo(p1);
|
||||
PathBezierCurveTo(p2, p3, p4, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
|
@ -203,6 +203,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Generic helpers
|
||||
// Note that the ImXXX helpers functions are lower-level than ImGui functions.
|
||||
// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - Helpers: Misc
|
||||
// - Helpers: Bit manipulation
|
||||
@ -349,6 +351,9 @@ static inline float ImLinearSweep(float current, float target, float speed)
|
||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
|
||||
IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
|
||||
IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
|
@ -1266,21 +1266,14 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
|
||||
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
|
||||
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
|
||||
ItemSize(ImVec2(0.0f, thickness_layout));
|
||||
if (!ItemAdd(bb, 0))
|
||||
const bool item_visible = ItemAdd(bb, 0);
|
||||
if (item_visible)
|
||||
{
|
||||
if (columns)
|
||||
{
|
||||
PopColumnsBackground();
|
||||
columns->LineMinY = window->DC.CursorPos.y;
|
||||
}
|
||||
return;
|
||||
// Draw
|
||||
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&bb.Min, "--------------------------------");
|
||||
}
|
||||
|
||||
// Draw
|
||||
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&bb.Min, "--------------------------------");
|
||||
|
||||
if (columns)
|
||||
{
|
||||
PopColumnsBackground();
|
||||
@ -7528,8 +7521,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
|
||||
IM_ASSERT(columns_count >= 1 && columns_count <= 64); // Maximum 64 columns
|
||||
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
|
||||
|
||||
// Acquire storage for the columns set
|
||||
ImGuiID id = GetColumnsID(str_id, columns_count);
|
||||
|
Loading…
Reference in New Issue
Block a user