diff --git a/imgui.cpp b/imgui.cpp index d2642aa5..690c681f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5938,34 +5938,100 @@ static const ImGuiResizeBorderDef resize_border_def[4] = { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; -static void AddResizeGrip(ImDrawList* dl, const ImVec2& corner, unsigned int rad, int corners_flags, ImU32 col) +// Add a resize grip using the rounded corner textures, if possible. +// Returns false if rendering could not be performed, true otherwise +static bool AddResizeGrip(ImDrawList* dl, const ImVec2& corner, unsigned int rad, unsigned int overall_grip_size, ImDrawFlags corners_flags, ImU32 col) { + if (!(dl->Flags & ImDrawListFlags_TexturedRoundCorners)) // Disabled by the draw list flags + return false; + + ImGuiContext& g = *GImGui; + + if (!g.IO.KeyAlt) // Debug - only use texture-based rendering if alt is pressed + return false; + ImTextureID tex = dl->_Data->Font->ContainerAtlas->TexID; IM_ASSERT(tex == dl->_TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - IM_ASSERT(ImIsPowerOfTwo(corners_flags)); // Allow a single corner to be specified here. + IM_ASSERT(ImIsPowerOfTwo(corners_flags)); // Only allow a single corner to be specified here. + + if (dl->_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners) // No data in font + return false; + if (rad < 1 || rad > (unsigned int)dl->_Data->Font->ContainerAtlas->RoundCornersMaxSize) // Radius 0 will cause issues with the UV lookup below + return false; + + // Calculate UVs for the three points we are interested in from the texture const ImVec4& uvs = (*dl->_Data->TexUvRoundCornerFilled)[rad - 1]; + // uv[0] is the mid-point from the corner towards the centre of the circle (solid) + // uv[1] is a solid point on the edge of the circle + // uv[2] is the outer edge (blank, outside the circle) const ImVec2 uv[] = { ImVec2(ImLerp(uvs.x, uvs.z, 0.5f), ImLerp(uvs.y, uvs.w, 0.5f)), - ImVec2(uvs.x, uvs.w), + ImVec2(uvs.x, uvs.y),//ImLerp(uvs.w, uvs.y, 0.1f)), + //ImVec2(uvs.x, uvs.w), ImVec2(uvs.z, uvs.w), }; - ImVec2 in_x = corner, in_y = corner; + // Calculate the coordinates of the points at the inside of the rounded area of the corner, and the outside of the grip on the X/Y axes + + ImVec2 in_x = corner, in_y = corner, out_x = corner, out_y = corner; if (corners_flags & (ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight)) + { in_y.y += rad; + out_y.y += overall_grip_size; + } else if (corners_flags & (ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight)) + { in_y.y -= rad; + out_y.y -= overall_grip_size; + } + if (corners_flags & (ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomLeft)) + { in_x.x += rad; + out_x.x += overall_grip_size; + } else if (corners_flags & (ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomRight)) + { in_x.x -= rad; + out_x.x -= overall_grip_size; + } + + // Calculate the mid-point on the diagonal const ImVec2 mid = ImVec2(ImLerp(in_x.x, in_y.x, 0.5f), ImLerp(in_x.y, in_y.y, 0.5f)); - dl->PrimReserve(6, 4); - dl->PrimQuadUV(mid, in_y, corner, in_x, uv[0], uv[1], uv[2], uv[1], col); + // Now write out the geometry + + const int num_verts = 6; // Number of vertices we are going to write + const int num_indices = 12; // Number of indices we are going to write + + dl->PrimReserve(num_indices, num_verts); + + ImDrawIdx current_idx = (ImDrawIdx)dl->_VtxCurrentIdx; + ImDrawVert* vtx_write_ptr = dl->_VtxWritePtr; + ImDrawIdx* idx_write_ptr = dl->_IdxWritePtr; + + vtx_write_ptr[0].pos = mid; vtx_write_ptr[0].uv = uv[0]; vtx_write_ptr[0].col = col; + vtx_write_ptr[1].pos = in_y; vtx_write_ptr[1].uv = uv[1]; vtx_write_ptr[1].col = col; + vtx_write_ptr[2].pos = corner; vtx_write_ptr[2].uv = uv[2]; vtx_write_ptr[2].col = col; + vtx_write_ptr[3].pos = in_x; vtx_write_ptr[3].uv = uv[1]; vtx_write_ptr[3].col = col; + vtx_write_ptr[4].pos = out_x; vtx_write_ptr[4].uv = uv[1]; vtx_write_ptr[4].col = col; + vtx_write_ptr[5].pos = out_y; vtx_write_ptr[5].uv = uv[1]; vtx_write_ptr[5].col = col; + + // Curved section + idx_write_ptr[0] = current_idx; idx_write_ptr[1] = (ImDrawIdx)(current_idx + 1); idx_write_ptr[2] = (ImDrawIdx)(current_idx + 2); + idx_write_ptr[3] = current_idx; idx_write_ptr[4] = (ImDrawIdx)(current_idx + 2); idx_write_ptr[5] = (ImDrawIdx)(current_idx + 3); + // Outer section + idx_write_ptr[6] = (ImDrawIdx)(current_idx + 4); idx_write_ptr[7] = (ImDrawIdx)(current_idx + 3); idx_write_ptr[8] = (ImDrawIdx)(current_idx + 5); + idx_write_ptr[9] = (ImDrawIdx)(current_idx + 3); idx_write_ptr[10] = (ImDrawIdx)(current_idx + 5); idx_write_ptr[11] = (ImDrawIdx)(current_idx + 1); + + dl->_VtxWritePtr += num_verts; + dl->_VtxCurrentIdx += num_verts; + dl->_IdxWritePtr += num_indices; + + return true; } static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) @@ -6338,15 +6404,15 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar continue; const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - if (g.IO.KeyAlt) // FIXME-ROUNDCORNERS - { - ImVec2 grip_corner = corner; - grip_corner.x += grip.InnerDir.x * window_border_size; - grip_corner.y += grip.InnerDir.y * window_border_size; - AddResizeGrip(window->DrawList, grip_corner, (unsigned int)window_rounding, grip.CornerFlags, resize_grip_col[resize_grip_n]); - } - else + + ImVec2 grip_corner = corner; + grip_corner.x += grip.InnerDir.x * window_border_size; + grip_corner.y += grip.InnerDir.y * window_border_size; + + // Try and use a rounded texture to draw the grip + if (!AddResizeGrip(window->DrawList, grip_corner, (unsigned int)window_rounding, (unsigned int)(resize_grip_draw_size - window_border_size), grip.CornerFlags, col)) { + // Fall back to using geometry to draw the whole grip if texture-based draw failed window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);