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Thought someone else might find these useful. Please feel free to use / change or upgrade code as needed. These are rough but work well enough for my use. (Note: Loosely inspired by Material Design.)
Screenshots/Video
If you do change them, please post your versions, I'd love to see what you come up with.
Full Code (usage example can be found below):
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;
// Render
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;
// Render
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);
}
}
Version/Branch of Dear ImGui: dear imgui, v1.62 WIP
Standalone, minimal, complete and verifiable example:
ImGui::Begin("Progress Indicators");
const ImU32 col = ImGui::GetColorU32(ImGuiCol_ButtonHovered);
const ImU32 bg = ImGui::GetColorU32(ImGuiCol_Button);
ImGui::Spinner("##spinner", 15, 6, col);
ImGui::BufferingBar("##buffer_bar", 0.7f, ImVec2(400, 6), bg, col);
ImGui::End();
edit (June 25th): Updated code based on feedback provided (#1901 (comment))
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