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Shadows: Demo code in Custom Rendering section. Added AddShadowRectFilled() variant. BeginMainMenuBar() disable shadows.

This commit is contained in:
ocornut 2020-06-04 16:01:51 +02:00 committed by ocornut
parent e21c21e3b9
commit 09d0a94761
5 changed files with 103 additions and 25 deletions

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@ -1237,6 +1237,7 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
// Misc
static void UpdateSettings();
static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowShadow(ImGuiWindow* window);
static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
@ -6720,11 +6721,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
// Draw window shadow
if (style.WindowShadowSize > 0.0f && (!(flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_Popup)))
{
float shadow_size = style.WindowShadowSize;
ImVec2 shadow_offset = ImVec2(ImCos(style.WindowShadowOffsetAngle), ImSin(style.WindowShadowOffsetAngle)) * style.WindowShadowOffsetDist;
window->DrawList->AddShadowRect(window->Pos, window->Pos + window->Size, shadow_size, shadow_offset, GetColorU32(ImGuiCol_WindowShadow), window_rounding);
}
if (style.Colors[ImGuiCol_WindowShadow].w > 0.0f)
RenderWindowShadow(window);
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
@ -6772,6 +6770,15 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
}
void ImGui::RenderWindowShadow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
float shadow_size = style.WindowShadowSize;
ImVec2 shadow_offset = ImVec2(ImCos(style.WindowShadowOffsetAngle), ImSin(style.WindowShadowOffsetAngle)) * style.WindowShadowOffsetDist;
window->DrawList->AddShadowRect(window->Pos, window->Pos + window->Size, shadow_size, shadow_offset, GetColorU32(ImGuiCol_WindowShadow), window->WindowRounding);
}
// Render title text, collapse button, close button
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
{

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@ -3123,9 +3123,11 @@ struct ImDrawList
// Shadows primitives
// [BETA] API
// FIXME-SHADOWS: high-level api to draw shadow without a hole?
// - Add a shadow for a rectangular object, with min-max giving the object extents, and offset shifting the shadow. Rounding parameters refer to the object itself, not the shadow.
// - In the vast majority of cases, filled shadows are unnecessary and wasteful. We still provide the primitives for consistency and flexibility.
#define IMGUI_HAS_SHADOWS 1
IMGUI_API void AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Add a shadow for a rectangular object, with min-max giving the object extents, and offset giving an offset to shift the shadow by. Rounding parameters refer to the object itself, not the shadow.
IMGUI_API void AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
IMGUI_API void AddShadowRectFilled(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.

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@ -9611,6 +9611,53 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Shadows"))
{
static float shadow_thickness = 40.0f;
static ImVec4 shadow_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
static bool shadow_filled = false;
static ImVec4 shape_color = ImVec4(0.9f, 0.9f, 0.9f, 1.0f);
static float shape_rounding = 0.0f;
ImGui::Checkbox("Shadow filled", &shadow_filled);
ImGui::SameLine();
HelpMarker("This will fill the section behind the shape to shadow. It's often unnecessary and wasteful but provided for consistency.");
ImGui::DragFloat("Shadow Thickness", &shadow_thickness, 1.0f, 0.0f, 100.0f, "%.02f");
ImGui::ColorEdit4("Shadow Color", &shadow_color.x);
ImGui::ColorEdit4("Shape Color", &shape_color.x);
ImGui::DragFloat("Shape Rounding", &shape_rounding, 1.0f, 0.0f, 20.0f, "%.02f");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
{
ImVec2 p = ImGui::GetCursorScreenPos();
ImVec2 r1(p.x + 50.0f, p.y + 50.0f);
ImVec2 r2(p.x + 150.0f, p.y + 150.0f);
if (shadow_filled)
draw_list->AddShadowRectFilled(r1, r2, shadow_thickness, ImVec2(0.0f, 0.0f), ImGui::GetColorU32(shadow_color));
else
draw_list->AddShadowRect(r1, r2, shadow_thickness, ImVec2(0.0f, 0.0f), ImGui::GetColorU32(shadow_color), shape_rounding);
draw_list->AddRectFilled(r1, r2, ImGui::GetColorU32(shape_color), shape_rounding);
ImGui::Dummy(ImVec2(200.0f, 200.0f));
}
{
// FIXME-SHADOWS: We properly need AddShadowCircle() api ?
ImVec2 p = ImGui::GetCursorScreenPos();
float off = 10.0f;
ImVec2 r1(p.x + 50.0f + off, p.y + 50.0f + off);
ImVec2 r2(p.x + 150.0f - off, p.y + 150.0f - off);
ImVec2 c(p.x + 100.0f, p.y + 100.0f);
if (shadow_filled)
draw_list->AddShadowRectFilled(r1, r2, shadow_thickness, ImVec2(0.0f, 0.0f), ImGui::GetColorU32(shadow_color));
else
draw_list->AddShadowRect(r1, r2, shadow_thickness, ImVec2(0.0f, 0.0f), ImGui::GetColorU32(shadow_color), 50.0f);
draw_list->AddCircleFilled(c, 50.0f, ImGui::GetColorU32(shape_color), 0);
ImGui::Dummy(ImVec2(200.0f, 200.0f));
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("BG/FG draw lists"))
{
static bool draw_bg = true;

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@ -2169,7 +2169,7 @@ static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const
static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest_points, int allocated_dest_points, ImVec2 clip_rect_min, ImVec2 clip_rect_max)
{
// Early-out with an empty result if clipping region is zero-sized
if ((clip_rect_max.x <= clip_rect_min.x) || (clip_rect_max.y <= clip_rect_min.y))
if (clip_rect_max.x <= clip_rect_min.x || clip_rect_max.y <= clip_rect_min.y)
return 0;
// Early-out if there is no source geometry
@ -2312,7 +2312,7 @@ static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest
static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2* b_points, int num_b_points, ImU32 col)
{
// Early out without drawing anything if A is zero-size
if ((a_min.x >= a_max.x) || (a_min.y >= a_max.y))
if (a_min.x >= a_max.x || a_min.y >= a_max.y)
return;
// First clip B to A
@ -2456,33 +2456,33 @@ static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const
}
}
void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
static void AddShadowRectEx(ImDrawList* draw_list, const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, bool is_filled)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
ImVec2* inner_rect_points = NULL; // Points that make up the shape of the inner rectangle (used when it has rounded corners)
int num_inner_rect_points = 0;
int inner_rect_points_count = 0;
// Generate a path describing the inner rectangle and copy it to our buffer
const bool is_rounded = (rounding > 0.0f) && (rounding_corners != ImDrawCornerFlags_None); // Do we have rounded corners?
if (is_rounded)
if (is_rounded && !is_filled)
{
_Path.Size = 0;
PathRect(p_min, p_max, rounding, rounding_corners);
num_inner_rect_points = _Path.Size;
inner_rect_points = (ImVec2*)alloca(num_inner_rect_points * sizeof(ImVec2)); //-V630
memcpy(inner_rect_points, _Path.Data, num_inner_rect_points * sizeof(ImVec2));
_Path.Size = 0;
IM_ASSERT(draw_list->_Path.Size == 0);
draw_list->PathRect(p_min, p_max, rounding, rounding_corners);
inner_rect_points_count = draw_list->_Path.Size;
inner_rect_points = (ImVec2*)alloca(inner_rect_points_count * sizeof(ImVec2)); //-V630
memcpy(inner_rect_points, draw_list->_Path.Data, inner_rect_points_count * sizeof(ImVec2));
draw_list->_Path.Size = 0;
}
if (is_filled)
draw_list->PrimReserve(6 * 9, 4 * 9);
// Draw the relevant chunks of the texture (the texture is split into a 3x3 grid)
for (int x = 0; x < 3; x++)
{
for (int y = 0; y < 3; y++)
{
const int uv_index = x + (y + y + y); // y*3 formatted so as to ensure the compiler avoids an actual multiply
const ImVec4 uvs = _Data->ShadowRectUvs[uv_index];
const ImVec4 uvs = draw_list->_Data->ShadowRectUvs[uv_index];
ImVec2 draw_min, draw_max;
switch (x)
@ -2500,14 +2500,32 @@ void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float s
ImVec2 uv_min(uvs.x, uvs.y);
ImVec2 uv_max(uvs.z, uvs.w);
if (is_rounded)
AddSubtractedRect(this, draw_min + offset, draw_max + offset, uv_min, uv_max, inner_rect_points, num_inner_rect_points, col); // Complex path for rounded rectangles
if (is_filled)
draw_list->PrimRectUV(draw_min + offset, draw_max + offset, uv_min, uv_max, col);
else if (is_rounded)
AddSubtractedRect(draw_list, draw_min + offset, draw_max + offset, uv_min, uv_max, inner_rect_points, inner_rect_points_count, col); // Complex path for rounded rectangles
else
AddSubtractedRect(this, draw_min + offset, draw_max + offset, uv_min, uv_max, p_min, p_max, col); // Simple fast path for non-rounded rectangles
AddSubtractedRect(draw_list, draw_min + offset, draw_max + offset, uv_min, uv_max, p_min, p_max, col); // Simple fast path for non-rounded rectangles
}
}
}
void ImDrawList::AddShadowRectFilled(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
AddShadowRectEx(this, p_min, p_max, shadow_thickness, offset, col, 0.0f, ImDrawCornerFlags_None, true);
}
void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
AddShadowRectEx(this, p_min, p_max, shadow_thickness, offset, col, rounding, rounding_corners, false);
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter

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@ -8685,10 +8685,14 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
}
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
// Create window
PushStyleColor(ImGuiCol_WindowShadow, ImVec4(0, 0, 0, 0));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
bool is_open = Begin(name, NULL, window_flags);
PopStyleVar(2);
PopStyleColor();
return is_open;
}