namespace ImGui { bool BufferingBar(const char* label, float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label);
ImVec2 pos = window->DC.CursorPos; ImVec2 size = size_arg; size.x -= style.FramePadding.x * 2; const ImRect bb(pos, ImVec2(pos.x + size.x, pos.y + size.y)); ItemSize(bb, style.FramePadding.y); if (!ItemAdd(bb, id)) return false; const float circleStart = size.x * 0.7f; const float circleEnd = size.x; const float circleWidth = circleEnd - circleStart; window->DrawList->AddRectFilled(bb.Min, ImVec2(pos.x + circleStart, bb.Max.y), bg_col); window->DrawList->AddRectFilled(bb.Min, ImVec2(pos.x + circleStart*value, bb.Max.y), fg_col); const float t = g.Time; const float r = size.y / 2; const float speed = 1.5f; const float a = speed*0; const float b = speed*0.333f; const float c = speed*0.666f; const float o1 = (circleWidth+r) * (t+a - speed * (int)((t+a) / speed)) / speed; const float o2 = (circleWidth+r) * (t+b - speed * (int)((t+b) / speed)) / speed; const float o3 = (circleWidth+r) * (t+c - speed * (int)((t+c) / speed)) / speed; window->DrawList->AddCircleFilled(ImVec2(pos.x + circleEnd - o1, bb.Min.y + r), r, bg_col); window->DrawList->AddCircleFilled(ImVec2(pos.x + circleEnd - o2, bb.Min.y + r), r, bg_col); window->DrawList->AddCircleFilled(ImVec2(pos.x + circleEnd - o3, bb.Min.y + r), r, bg_col); }
bool Spinner(const char* label, float radius, int thickness, const ImU32& color) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); ImVec2 pos = window->DC.CursorPos; ImVec2 size((radius )*2, (radius + style.FramePadding.y)*2); const ImRect bb(pos, ImVec2(pos.x + size.x, pos.y + size.y)); ItemSize(bb, style.FramePadding.y); if (!ItemAdd(bb, id)) return false; window->DrawList->PathClear(); int num_segments = 30; int start = abs(ImSin(g.Time*1.8f)*(num_segments-5)); const float a_min = IM_PI*2.0f * ((float)start) / (float)num_segments; const float a_max = IM_PI*2.0f * ((float)num_segments-3) / (float)num_segments;
const ImVec2 centre = ImVec2(pos.x+radius, pos.y+radius+style.FramePadding.y); for (int i = 0; i < num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); window->DrawList->PathLineTo(ImVec2(centre.x + ImCos(a+g.Time*8) * radius, centre.y + ImSin(a+g.Time*8) * radius)); }
window->DrawList->PathStroke(color, false, thickness); } }
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