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8
imgui.h
8
imgui.h
@ -2357,7 +2357,8 @@ struct ImDrawList
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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);
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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);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
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IMGUI_API void AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quad Bezier (3 control points)
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IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
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// Image primitives
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// Image primitives
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// - Read FAQ to understand what ImTextureID is.
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// - Read FAQ to understand what ImTextureID is.
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@ -2374,8 +2375,9 @@ struct ImDrawList
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inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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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
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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
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
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IMGUI_API void PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quad Bezier (3 control points)
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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// Advanced
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// Advanced
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@ -6917,11 +6917,13 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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// Draw a bunch of primitives
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// Draw a bunch of primitives
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ImGui::Text("All primitives");
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ImGui::Text("All primitives");
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static float sz = 36.0f;
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static float sz = 33.0f;
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static float thickness = 3.0f;
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static float thickness = 3.0f;
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static int ngon_sides = 6;
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static int ngon_sides = 6;
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static bool circle_segments_override = false;
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static bool circle_segments_override = false;
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static int circle_segments_override_v = 12;
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static int circle_segments_override_v = 12;
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static bool curve_segments_override = false;
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static int curve_segments_override_v = 8;
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static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
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static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
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ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
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ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
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ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
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ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
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@ -6930,6 +6932,10 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40))
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if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40))
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circle_segments_override = true;
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circle_segments_override = true;
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ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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if (ImGui::SliderInt("Curves segments", &curve_segments_override_v, 3, 40))
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curve_segments_override = true;
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ImGui::ColorEdit4("Color", &colf.x);
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ImGui::ColorEdit4("Color", &colf.x);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImVec2 p = ImGui::GetCursorScreenPos();
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@ -6939,6 +6945,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
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const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
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const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
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const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
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const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
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const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
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const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
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float x = p.x + 4.0f;
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float x = p.x + 4.0f;
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float y = p.y + 4.0f;
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float y = p.y + 4.0f;
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for (int n = 0; n < 2; n++)
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for (int n = 0; n < 2; n++)
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@ -6955,7 +6962,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th);
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draw_list->AddQuadBezierCurve(ImVec2(x, y + sz * 0.6), ImVec2(x + sz * 0.5, y - sz * 0.4), ImVec2(x + sz, y + sz), col, th, curve_segments); x += sz + spacing; // Quad Bezier (3 control points)
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draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz), col, th, curve_segments);
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x = p.x + 4;
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x = p.x + 4;
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y += sz + spacing;
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y += sz + spacing;
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}
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}
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@ -1050,6 +1050,7 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
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}
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}
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}
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}
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// Cubic bezier
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ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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{
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{
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float u = 1.0f - t;
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float u = 1.0f - t;
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@ -1060,13 +1061,14 @@ ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const
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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);
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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);
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}
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}
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// Cubic bezier
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// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
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// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
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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)
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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)
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{
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{
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float dx = x4 - x1;
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float dx = x4 - x1;
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float dy = y4 - y1;
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float dy = y4 - y1;
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float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
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float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
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float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
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float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
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d2 = (d2 >= 0) ? d2 : -d2;
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d2 = (d2 >= 0) ? d2 : -d2;
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d3 = (d3 >= 0) ? d3 : -d3;
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d3 = (d3 >= 0) ? d3 : -d3;
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if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
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if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
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@ -1075,17 +1077,18 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
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}
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}
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else if (level < 10)
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else if (level < 10)
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{
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{
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float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
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float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
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float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
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float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
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float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
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float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
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float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
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float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
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float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
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float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
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PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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}
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}
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}
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}
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// Cubic bezier
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void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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{
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{
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ImVec2 p1 = _Path.back();
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ImVec2 p1 = _Path.back();
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@ -1101,6 +1104,51 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
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}
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}
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}
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}
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// Quadratic bezier
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ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
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{
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float u = 1.0f - t;
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float w1 = u * u;
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float w2 = 2 * u * t;
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float w3 = t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
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}
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// Quadratic bezier
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static void PathQuadBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
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{
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float dx = x3 - x1, dy = y3 - y1;
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float det = (x2 - x3) * dy - (y2 - y3) * dx;
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if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
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{
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path->push_back(ImVec2(x3, y3));
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}
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else if (level < 10)
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{
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float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
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float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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PathQuadBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
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PathQuadBezierToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
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}
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}
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// Quadratic bezier
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void ImDrawList::PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathQuadBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImQuadBezierCalc(p1, p2, p3, t_step * i_step));
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}
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}
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void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
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void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
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{
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{
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rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
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rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
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@ -1310,6 +1358,17 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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PathFillConvex(col);
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PathFillConvex(col);
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}
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}
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// Quad Bezier takes 3 controls points
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void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathQuadBezierCurveTo(p2, p3, num_segments);
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PathStroke(col, false, thickness);
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}
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// Cubic Bezier takes 4 controls points
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// Cubic Bezier takes 4 controls points
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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{
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{
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