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@@ -4716,11 +4716,23 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
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}
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}
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-// Render a triangle to denote expanded/collapsed state
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+// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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+void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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+{
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+ switch (direction)
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+ {
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+ case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
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+ case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
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+ case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
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+ case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
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+ case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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+ }
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+}
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+
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+// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
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void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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{
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ImGuiContext& g = *GImGui;
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- ImGuiWindow* window = g.CurrentWindow;
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const float h = g.FontSize * 1.00f;
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float r = h * 0.40f * scale;
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@@ -4732,18 +4744,16 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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case ImGuiDir_Up:
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case ImGuiDir_Down:
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if (dir == ImGuiDir_Up) r = -r;
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- center.y -= r * 0.25f;
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- a = ImVec2(0,1) * r;
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- b = ImVec2(-0.866f,-0.5f) * r;
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- c = ImVec2(+0.866f,-0.5f) * r;
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+ a = ImVec2(+0.000f,+0.750f) * r;
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+ b = ImVec2(-0.866f,-0.750f) * r;
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+ c = ImVec2(+0.866f,-0.750f) * r;
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break;
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case ImGuiDir_Left:
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case ImGuiDir_Right:
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if (dir == ImGuiDir_Left) r = -r;
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- center.x -= r * 0.25f;
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- a = ImVec2(1,0) * r;
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- b = ImVec2(-0.500f,+0.866f) * r;
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- c = ImVec2(-0.500f,-0.866f) * r;
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+ a = ImVec2(+0.750f,+0.000f) * r;
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+ b = ImVec2(-0.750f,+0.866f) * r;
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+ c = ImVec2(-0.750f,-0.866f) * r;
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break;
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case ImGuiDir_None:
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case ImGuiDir_COUNT:
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@@ -4751,7 +4761,7 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
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break;
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}
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- window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
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+ g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
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}
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void ImGui::RenderBullet(ImVec2 pos)
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@@ -12551,25 +12561,12 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl
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return true;
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}
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-// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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-static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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-{
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- switch (direction)
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- {
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- case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
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- case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
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- case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
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- case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
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- case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
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- }
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-}
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-
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static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
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{
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- RenderArrow(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
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- RenderArrow(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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- RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
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- RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
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+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
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}
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// ColorPicker
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