From abaada4224cb636c0c323f18d979dab9ece85a78 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sun, 9 Oct 2016 10:31:39 +0200 Subject: [PATCH] Removed the inconsistent shadow under RenderCollapseTriangle() (~#707) --- imgui.cpp | 10 ++++------ imgui_internal.h | 2 +- 2 files changed, 5 insertions(+), 7 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6cbe5d37..197ef199 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2929,7 +2929,7 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, } // Render a triangle to denote expanded/collapsed state -void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale, bool shadow) +void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -2953,8 +2953,6 @@ void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale, bool c = center + ImVec2(-0.500f,-0.866f)*r; } - if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0) - window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), GetColorU32(ImGuiCol_BorderShadow)); window->DrawList->AddTriangleFilled(a, b, c, GetColorU32(ImGuiCol_Text)); } @@ -4312,7 +4310,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us const ImVec2 text_size = CalcTextSize(name, NULL, true); if (!(flags & ImGuiWindowFlags_NoCollapse)) - RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true); + RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f); ImVec2 text_min = window->Pos; ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y); @@ -5950,7 +5948,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { // Framed type RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - RenderCollapseTriangle(bb.Min + padding + ImVec2(0.0f, text_base_offset_y), is_open, 1.0f, true); + RenderCollapseTriangle(bb.Min + padding + ImVec2(0.0f, text_base_offset_y), is_open, 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. @@ -5974,7 +5972,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l 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, false); + RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f); if (g.LogEnabled) LogRenderedText(text_pos, ">"); RenderText(text_pos, label, label_end, false); diff --git a/imgui_internal.h b/imgui_internal.h index 4bfec9dc..d3633b5f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -717,7 +717,7 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void 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 = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); - IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false); + IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f); IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col); IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.