Internals: Renamed one of the arrow functions so their name don't collide.
diff --git a/imgui.cpp b/imgui.cpp
index e8d7e55..9fe76c4 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4716,11 +4716,23 @@
}
}
-// Render a triangle to denote expanded/collapsed state
+// 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.
+void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
+{
+ switch (direction)
+ {
+ 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;
+ 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;
+ 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;
+ 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;
+ case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
+ }
+}
+
+// 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
void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
const float h = g.FontSize * 1.00f;
float r = h * 0.40f * scale;
@@ -4732,18 +4744,16 @@
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up) r = -r;
- center.y -= r * 0.25f;
- a = ImVec2(0,1) * r;
- b = ImVec2(-0.866f,-0.5f) * r;
- c = ImVec2(+0.866f,-0.5f) * r;
+ a = ImVec2(+0.000f,+0.750f) * r;
+ b = ImVec2(-0.866f,-0.750f) * r;
+ c = ImVec2(+0.866f,-0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left) r = -r;
- center.x -= r * 0.25f;
- a = ImVec2(1,0) * r;
- b = ImVec2(-0.500f,+0.866f) * r;
- c = ImVec2(-0.500f,-0.866f) * r;
+ a = ImVec2(+0.750f,+0.000f) * r;
+ b = ImVec2(-0.750f,+0.866f) * r;
+ c = ImVec2(-0.750f,-0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
@@ -4751,7 +4761,7 @@
break;
}
- window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
+ g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
}
void ImGui::RenderBullet(ImVec2 pos)
@@ -12551,25 +12561,12 @@
return true;
}
-// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
-static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
-{
- switch (direction)
- {
- 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;
- 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;
- 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;
- 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;
- case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
- }
-}
-
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
{
- 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);
- RenderArrow(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
- 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);
- RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
+ 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);
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
+ 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);
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
}
// ColorPicker
diff --git a/imgui_internal.h b/imgui_internal.h
index b1e1302..574325f 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1162,6 +1162,7 @@
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
+ IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight