feat: add C++ ImGui functions for core UI and visualization
Funciones C++/ImGui para dashboards (grid, panel, docking, sidebar, tabs), visualizaciones (candlestick, gauge, histogram, pie, sparkline, heatmap, scatter, line, bar, surface3d, kpi, table), grafos (force layout, renderer, viewport, spatial hash, types) y utilidades (time series buffer, tracy zones, memory/fps overlay, plot theme). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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#include "viz/sparkline.h"
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#include "imgui.h"
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void sparkline(const char* id, const float* values, int count, ImVec4 color,
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float width, float height) {
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if (count <= 0) return;
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ImGui::PushID(id);
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ImVec2 pos = ImGui::GetCursorScreenPos();
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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// Reserve inline space
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ImGui::Dummy(ImVec2(width, height));
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// Find min/max for Y auto-scale
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float min_val = values[0];
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float max_val = values[0];
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for (int i = 1; i < count; i++) {
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if (values[i] < min_val) min_val = values[i];
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if (values[i] > max_val) max_val = values[i];
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}
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float range = max_val - min_val;
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if (range < 1e-6f) range = 1.0f; // avoid division by zero for flat lines
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// Fill area under curve (low alpha)
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if (count >= 2) {
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ImU32 fill_color = IM_COL32(
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(int)(color.x * 255),
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(int)(color.y * 255),
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(int)(color.z * 255),
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40);
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// Build fill polygon: baseline bottom-left -> points -> baseline bottom-right
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// We use AddConvexPolyFilled workaround: draw as a series of triangles from baseline
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float x0 = pos.x;
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float y_base = pos.y + height;
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for (int i = 0; i + 1 < count; i++) {
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float xa = x0 + ((float)i / (count - 1)) * width;
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float xb = x0 + ((float)(i + 1) / (count - 1)) * width;
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float ya = pos.y + height - ((values[i] - min_val) / range) * height;
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float yb = pos.y + height - ((values[i + 1] - min_val) / range) * height;
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draw_list->AddQuadFilled(
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ImVec2(xa, y_base),
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ImVec2(xa, ya),
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ImVec2(xb, yb),
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ImVec2(xb, y_base),
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fill_color);
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}
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}
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// Draw polyline
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ImU32 line_color = IM_COL32(
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(int)(color.x * 255),
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(int)(color.y * 255),
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(int)(color.z * 255),
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(int)(color.w * 255));
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for (int i = 0; i + 1 < count; i++) {
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float xa = pos.x + ((float)i / (count - 1)) * width;
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float xb = pos.x + ((float)(i + 1) / (count - 1)) * width;
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float ya = pos.y + height - ((values[i] - min_val) / range) * height;
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float yb = pos.y + height - ((values[i + 1] - min_val) / range) * height;
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draw_list->AddLine(ImVec2(xa, ya), ImVec2(xb, yb), line_color, 1.5f);
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}
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ImGui::PopID();
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}
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void sparkline(const char* id, const float* values, int count,
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float width, float height) {
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// Default color: soft green
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sparkline(id, values, count, ImVec4(0.35f, 0.85f, 0.45f, 1.0f), width, height);
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}
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