Merge branch 'master' into navigation
# Conflicts:
# imgui.cpp
diff --git a/imgui.cpp b/imgui.cpp
index 1114c79..5e86fc2 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -3863,31 +3863,39 @@
}
// Render a triangle to denote expanded/collapsed state
-void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale)
+void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const float h = g.FontSize * 1.00f;
- const float r = h * 0.40f * scale;
- ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);
+ float r = h * 0.40f * scale;
+ ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
- if (is_open)
+ switch (dir)
{
- center.y -= r*0.25f;
- a = center + ImVec2(0,1)*r;
- b = center + ImVec2(-0.866f,-0.5f)*r;
- c = center + ImVec2(0.866f,-0.5f)*r;
- }
- else
- {
- a = center + ImVec2(1,0)*r;
- b = center + ImVec2(-0.500f,0.866f)*r;
- c = center + ImVec2(-0.500f,-0.866f)*r;
+ case ImGuiDir_Up:
+ r = -r; // ...fall through, no break!
+ case ImGuiDir_Down:
+ center.y -= r * 0.25f;
+ a = ImVec2(0,1) * r;
+ b = ImVec2(-0.866f,-0.5f) * r;
+ c = ImVec2(+0.866f,-0.5f) * r;
+ break;
+ case ImGuiDir_Left:
+ r = -r; // ...fall through, no break!
+ case ImGuiDir_Right:
+ a = ImVec2(1,0) * r;
+ b = ImVec2(-0.500f,+0.866f) * r;
+ c = ImVec2(-0.500f,-0.866f) * r;
+ break;
+ default:
+ IM_ASSERT(0);
+ break;
}
- window->DrawList->AddTriangleFilled(a, b, c, GetColorU32(ImGuiCol_Text));
+ window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
}
void ImGui::RenderBullet(ImVec2 pos)
@@ -5441,7 +5449,7 @@
if (ButtonBehavior(bb, id, NULL, NULL))
window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
RenderNavHighlight(bb, id);
- RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f);
+ RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
}
// Close button
@@ -7282,7 +7290,7 @@
// Framed type
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin);
- RenderCollapseTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open, 1.0f);
+ RenderTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
if (g.LogEnabled)
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
@@ -7308,7 +7316,7 @@
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
else if (!(flags & ImGuiTreeNodeFlags_Leaf))
- RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f);
+ RenderTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false);
@@ -9832,7 +9840,7 @@
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
- RenderCollapseTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), true);
+ RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
if (preview_value != NULL)
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
@@ -10290,7 +10298,7 @@
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
- RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false);
+ RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), ImGuiDir_Right);
if (!enabled) PopStyleColor();
}
diff --git a/imgui_internal.h b/imgui_internal.h
index 6bec13d..6d12846 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -927,7 +927,7 @@
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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 RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
+ IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
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