Internals: Refactor: Moved render functions to their own section. (#2036)
diff --git a/imgui.cpp b/imgui.cpp
index 8e18882..061f9a3 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -53,6 +53,7 @@
- ImGuiTextFilter
- ImGuiTextBuffer
- ImGuiListClipper
+- Render Helpers
- Main Code (most of the code! lots of stuff, needs tidying up)
- Tooltips
- Popups
@@ -2059,6 +2060,226 @@
}
//-----------------------------------------------------------------------------
+// RENDER HELPERS
+// Those [Internal] functions are a terrible mess - their signature and behavior will change.
+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
+//-----------------------------------------------------------------------------
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+ const char* text_display_end = text;
+ if (!text_end)
+ text_end = (const char*)-1;
+
+ while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+ text_display_end++;
+ return text_display_end;
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Hide anything after a '##' string
+ const char* text_display_end;
+ if (hide_text_after_hash)
+ {
+ text_display_end = FindRenderedTextEnd(text, text_end);
+ }
+ else
+ {
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+ text_display_end = text_end;
+ }
+
+ if (text != text_display_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_display_end);
+ }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+
+ if (text != text_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_end);
+ }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Hide anything after a '##' string
+ const char* text_display_end = FindRenderedTextEnd(text, text_end);
+ const int text_len = (int)(text_display_end - text);
+ if (text_len == 0)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Perform CPU side clipping for single clipped element to avoid using scissor state
+ ImVec2 pos = pos_min;
+ const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+ const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+ const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+ bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+ if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+ need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+ // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+ if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+ if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+ // Render
+ if (need_clipping)
+ {
+ ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+ }
+ else
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+ }
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_display_end);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+ const float border_size = g.Style.FrameBorderSize;
+ if (border && border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+ }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const float border_size = g.Style.FrameBorderSize;
+ if (border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+ }
+}
+
+// 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;
+
+ const float h = g.FontSize * 1.00f;
+ float r = h * 0.40f * scale;
+ ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
+
+ ImVec2 a, b, c;
+ switch (dir)
+ {
+ case ImGuiDir_Up:
+ case ImGuiDir_Down:
+ if (dir == ImGuiDir_Up) r = -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;
+ 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:
+ IM_ASSERT(0);
+ break;
+ }
+
+ g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
+}
+
+void ImGui::RenderBullet(ImVec2 pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
+}
+
+void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ float thickness = ImMax(sz / 5.0f, 1.0f);
+ sz -= thickness*0.5f;
+ pos += ImVec2(thickness*0.25f, thickness*0.25f);
+
+ float third = sz / 3.0f;
+ float bx = pos.x + third;
+ float by = pos.y + sz - third*0.5f;
+ window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
+ window->DrawList->PathLineTo(ImVec2(bx, by));
+ window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
+ window->DrawList->PathStroke(col, false, thickness);
+}
+
+void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (id != g.NavId)
+ return;
+ if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+ return;
+ ImGuiWindow* window = ImGui::GetCurrentWindow();
+ if (window->DC.NavHideHighlightOneFrame)
+ return;
+
+ float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+ ImRect display_rect = bb;
+ display_rect.ClipWith(window->ClipRect);
+ if (flags & ImGuiNavHighlightFlags_TypeDefault)
+ {
+ const float THICKNESS = 2.0f;
+ const float DISTANCE = 3.0f + THICKNESS * 0.5f;
+ display_rect.Expand(ImVec2(DISTANCE,DISTANCE));
+ bool fully_visible = window->ClipRect.Contains(display_rect);
+ if (!fully_visible)
+ window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+ window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
+ if (!fully_visible)
+ window->DrawList->PopClipRect();
+ }
+ if (flags & ImGuiNavHighlightFlags_TypeThin)
+ {
+ window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
+ }
+}
+
+//-----------------------------------------------------------------------------
// MAIN CODE
// (this category is still too large and badly ordered, needs some tidying up)
//-----------------------------------------------------------------------------
@@ -3380,220 +3601,6 @@
#endif
}
-const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
-{
- const char* text_display_end = text;
- if (!text_end)
- text_end = (const char*)-1;
-
- while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
- text_display_end++;
- return text_display_end;
-}
-
-// Internal ImGui functions to render text
-// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
-void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Hide anything after a '##' string
- const char* text_display_end;
- if (hide_text_after_hash)
- {
- text_display_end = FindRenderedTextEnd(text, text_end);
- }
- else
- {
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
- text_display_end = text_end;
- }
-
- if (text != text_display_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
- }
-}
-
-void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
-
- if (text != text_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_end);
- }
-}
-
-// Default clip_rect uses (pos_min,pos_max)
-// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
-{
- // Hide anything after a '##' string
- const char* text_display_end = FindRenderedTextEnd(text, text_end);
- const int text_len = (int)(text_display_end - text);
- if (text_len == 0)
- return;
-
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Perform CPU side clipping for single clipped element to avoid using scissor state
- ImVec2 pos = pos_min;
- const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
-
- const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
- const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
- bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
- if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
- need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
-
- // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
- if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
- if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
-
- // Render
- if (need_clipping)
- {
- ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
- }
- else
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
- }
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
-}
-
-// Render a rectangle shaped with optional rounding and borders
-void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
- const float border_size = g.Style.FrameBorderSize;
- if (border && border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const float border_size = g.Style.FrameBorderSize;
- if (border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-// 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;
-
- const float h = g.FontSize * 1.00f;
- float r = h * 0.40f * scale;
- ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
-
- ImVec2 a, b, c;
- switch (dir)
- {
- case ImGuiDir_Up:
- case ImGuiDir_Down:
- if (dir == ImGuiDir_Up) r = -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;
- 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:
- IM_ASSERT(0);
- break;
- }
-
- g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
-}
-
-void ImGui::RenderBullet(ImVec2 pos)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
-}
-
-void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- float thickness = ImMax(sz / 5.0f, 1.0f);
- sz -= thickness*0.5f;
- pos += ImVec2(thickness*0.25f, thickness*0.25f);
-
- float third = sz / 3.0f;
- float bx = pos.x + third;
- float by = pos.y + sz - third*0.5f;
- window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
- window->DrawList->PathLineTo(ImVec2(bx, by));
- window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
- window->DrawList->PathStroke(col, false, thickness);
-}
-
-void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (id != g.NavId)
- return;
- if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
- return;
- ImGuiWindow* window = ImGui::GetCurrentWindow();
- if (window->DC.NavHideHighlightOneFrame)
- return;
-
- float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
- ImRect display_rect = bb;
- display_rect.ClipWith(window->ClipRect);
- if (flags & ImGuiNavHighlightFlags_TypeDefault)
- {
- const float THICKNESS = 2.0f;
- const float DISTANCE = 3.0f + THICKNESS * 0.5f;
- display_rect.Expand(ImVec2(DISTANCE,DISTANCE));
- bool fully_visible = window->ClipRect.Contains(display_rect);
- if (!fully_visible)
- window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
- window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
- if (!fully_visible)
- window->DrawList->PopClipRect();
- }
- if (flags & ImGuiNavHighlightFlags_TypeThin)
- {
- window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
- }
-}
-
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
@@ -4339,7 +4346,7 @@
{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};
-static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
{
ImRect rect = window->Rect();
if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
@@ -4403,7 +4410,7 @@
const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
bool hovered, held;
- ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
{
@@ -4873,7 +4880,7 @@
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
if (border_held != -1)
{
- ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
+ ImRect border = GetResizeBorderRect(window, border_held, grip_draw_size, 0.0f);
window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
}
if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))