Refactor: Internals: Moved various functions in imgui.cpp (#2036)
diff --git a/imgui.cpp b/imgui.cpp
index 4e11647..eead7f2 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1072,7 +1072,7 @@
}
//-----------------------------------------------------------------------------
-// HELPERS
+// HELPERS/UTILITIES
//-----------------------------------------------------------------------------
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
@@ -1473,109 +1473,6 @@
return bytes_count;
}
-ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
-{
- float s = 1.0f/255.0f;
- return ImVec4(
- ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
-}
-
-ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
-{
- ImU32 out;
- out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
- return out;
-}
-
-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);
-}
-
-// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
-// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
-void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
-{
- float K = 0.f;
- if (g < b)
- {
- ImSwap(g, b);
- K = -1.f;
- }
- if (r < g)
- {
- ImSwap(r, g);
- K = -2.f / 6.f - K;
- }
-
- const float chroma = r - (g < b ? g : b);
- out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
- out_s = chroma / (r + 1e-20f);
- out_v = r;
-}
-
-// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
-// also http://en.wikipedia.org/wiki/HSL_and_HSV
-void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
-{
- if (s == 0.0f)
- {
- // gray
- out_r = out_g = out_b = v;
- return;
- }
-
- h = ImFmod(h, 1.0f) / (60.0f/360.0f);
- int i = (int)h;
- float f = h - (float)i;
- float p = v * (1.0f - s);
- float q = v * (1.0f - s * f);
- float t = v * (1.0f - s * (1.0f - f));
-
- switch (i)
- {
- case 0: out_r = v; out_g = t; out_b = p; break;
- case 1: out_r = q; out_g = v; out_b = p; break;
- case 2: out_r = p; out_g = v; out_b = t; break;
- case 3: out_r = p; out_g = q; out_b = v; break;
- case 4: out_r = t; out_g = p; out_b = v; break;
- case 5: default: out_r = v; out_g = p; out_b = q; break;
- }
-}
-
FILE* ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(__CYGWIN__)
@@ -1635,6 +1532,113 @@
}
//-----------------------------------------------------------------------------
+// COLOR FUNCTIONS
+//-----------------------------------------------------------------------------
+
+ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
+{
+ float s = 1.0f/255.0f;
+ return ImVec4(
+ ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+ ImU32 out;
+ out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+ return out;
+}
+
+// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+ float K = 0.f;
+ if (g < b)
+ {
+ ImSwap(g, b);
+ K = -1.f;
+ }
+ if (r < g)
+ {
+ ImSwap(r, g);
+ K = -2.f / 6.f - K;
+ }
+
+ const float chroma = r - (g < b ? g : b);
+ out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
+ out_s = chroma / (r + 1e-20f);
+ out_v = r;
+}
+
+// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
+// also http://en.wikipedia.org/wiki/HSL_and_HSV
+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+ if (s == 0.0f)
+ {
+ // gray
+ out_r = out_g = out_b = v;
+ return;
+ }
+
+ h = ImFmod(h, 1.0f) / (60.0f/360.0f);
+ int i = (int)h;
+ float f = h - (float)i;
+ float p = v * (1.0f - s);
+ float q = v * (1.0f - s * f);
+ float t = v * (1.0f - s * (1.0f - f));
+
+ switch (i)
+ {
+ case 0: out_r = v; out_g = t; out_b = p; break;
+ case 1: out_r = q; out_g = v; out_b = p; break;
+ case 2: out_r = p; out_g = v; out_b = t; break;
+ case 3: out_r = p; out_g = q; out_b = v; break;
+ case 4: out_r = t; out_g = p; out_b = v; break;
+ case 5: default: out_r = v; out_g = p; out_b = q; break;
+ }
+}
+
+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);
+}
+
+//-----------------------------------------------------------------------------
// ImGuiStorage
// Helper: Key->value storage
//-----------------------------------------------------------------------------
@@ -8209,6 +8213,26 @@
window->DC.LayoutType = backup_layout_type;
}
+void ImGui::Indent(float indent_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+//-----------------------------------------------------------------------------
+// COLUMNS
+//-----------------------------------------------------------------------------
+
void ImGui::NextColumn()
{
ImGuiWindow* window = GetCurrentWindow();
@@ -8527,22 +8551,6 @@
BeginColumns(id, columns_count, flags);
}
-void ImGui::Indent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
-}
-
-void ImGui::Unindent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
-}
-
//-----------------------------------------------------------------------------
// DRAG AND DROP
//-----------------------------------------------------------------------------