mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Update to ImGui 1.76.
This commit is contained in:
+233
-103
@@ -1,4 +1,4 @@
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// dear imgui, v1.75
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// dear imgui, v1.76
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// (drawing and font code)
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/*
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@@ -16,7 +16,7 @@ Index of this file:
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// [SECTION] ImFontAtlas glyph ranges helpers
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// [SECTION] ImFontGlyphRangesBuilder
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// [SECTION] ImFont
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// [SECTION] Internal Render Helpers
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// [SECTION] ImGui Internal Render Helpers
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// [SECTION] Decompression code
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// [SECTION] Default font data (ProggyClean.ttf)
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@@ -120,7 +120,7 @@ namespace IMGUI_STB_NAMESPACE
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#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
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#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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#define STBRP_STATIC
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#define STBRP_ASSERT(x) IM_ASSERT(x)
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#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
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#define STBRP_SORT ImQsort
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#define STB_RECT_PACK_IMPLEMENTATION
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#endif
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@@ -135,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE
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#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
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#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
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#define STBTT_assert(x) IM_ASSERT(x)
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#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
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#define STBTT_fmod(x,y) ImFmod(x,y)
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#define STBTT_sqrt(x) ImSqrt(x)
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#define STBTT_pow(x,y) ImPow(x,y)
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@@ -355,10 +355,10 @@ ImDrawListSharedData::ImDrawListSharedData()
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InitialFlags = ImDrawListFlags_None;
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// Lookup tables
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for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
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for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
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{
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const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
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CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
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const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
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ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
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}
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memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
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}
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@@ -617,8 +617,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
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#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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@@ -680,7 +680,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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// Average normals
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float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
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float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
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IM_FIXNORMAL2F(dm_x, dm_y)
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IM_FIXNORMAL2F(dm_x, dm_y);
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dm_x *= AA_SIZE;
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dm_y *= AA_SIZE;
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@@ -898,10 +898,18 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
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_Path.push_back(center);
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return;
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}
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// For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
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// but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
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#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
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a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
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a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
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#endif
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_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
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for (int a = a_min_of_12; a <= a_max_of_12; a++)
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{
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const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
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const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
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_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
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}
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}
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@@ -1913,7 +1921,7 @@ struct ImFontBuildSrcData
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int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
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int GlyphsHighest; // Highest requested codepoint
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int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
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ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
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ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
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ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
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};
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@@ -1923,26 +1931,26 @@ struct ImFontBuildDstData
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int SrcCount; // Number of source fonts targeting this destination font.
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int GlyphsHighest;
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int GlyphsCount;
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ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
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ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
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};
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static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
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static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
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{
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IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
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const int* it_begin = in->Storage.begin();
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const int* it_end = in->Storage.end();
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for (const int* it = it_begin; it < it_end; it++)
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if (int entries_32 = *it)
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for (int bit_n = 0; bit_n < 32; bit_n++)
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if (entries_32 & (1u << bit_n))
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out->push_back((int)((it - it_begin) << 5) + bit_n);
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const ImU32* it_begin = in->Storage.begin();
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const ImU32* it_end = in->Storage.end();
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for (const ImU32* it = it_begin; it < it_end; it++)
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if (ImU32 entries_32 = *it)
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for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
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if (entries_32 & ((ImU32)1 << bit_n))
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out->push_back((int)(((it - it_begin) << 5) + bit_n));
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}
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bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->ConfigData.Size > 0);
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ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
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ImFontAtlasBuildInit(atlas);
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// Clear atlas
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atlas->TexID = (ImTextureID)NULL;
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@@ -1996,14 +2004,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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{
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ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
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ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
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src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
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src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
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if (dst_tmp.GlyphsSet.Storage.empty())
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dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
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dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
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for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
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for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
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{
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if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
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if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
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continue;
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if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
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continue;
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@@ -2011,8 +2019,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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// Add to avail set/counters
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src_tmp.GlyphsCount++;
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dst_tmp.GlyphsCount++;
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src_tmp.GlyphsSet.SetBit(codepoint, true);
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dst_tmp.GlyphsSet.SetBit(codepoint, true);
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src_tmp.GlyphsSet.SetBit(codepoint);
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dst_tmp.GlyphsSet.SetBit(codepoint);
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total_glyphs_count++;
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}
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}
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@@ -2022,7 +2030,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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{
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ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
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src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
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UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
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UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
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src_tmp.GlyphsSet.Clear();
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IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
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}
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@@ -2194,7 +2202,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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return true;
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}
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void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
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// Register default custom rectangles (this is called/shared by both the stb_truetype and the FreeType builder)
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void ImFontAtlasBuildInit(ImFontAtlas* atlas)
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{
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if (atlas->CustomRectIds[0] >= 0)
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return;
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@@ -2549,8 +2558,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
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text += c_len;
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if (c_len == 0)
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break;
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if (c <= IM_UNICODE_CODEPOINT_MAX)
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AddChar((ImWchar)c);
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AddChar((ImWchar)c);
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}
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}
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@@ -2594,6 +2602,7 @@ ImFont::ImFont()
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Scale = 1.0f;
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Ascent = Descent = 0.0f;
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MetricsTotalSurface = 0;
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memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
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}
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ImFont::~ImFont()
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@@ -2621,23 +2630,29 @@ void ImFont::BuildLookupTable()
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for (int i = 0; i != Glyphs.Size; i++)
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max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
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// Build lookup table
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IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
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IndexAdvanceX.clear();
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IndexLookup.clear();
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DirtyLookupTables = false;
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memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
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GrowIndex(max_codepoint + 1);
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for (int i = 0; i < Glyphs.Size; i++)
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{
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int codepoint = (int)Glyphs[i].Codepoint;
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IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
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IndexLookup[codepoint] = (ImWchar)i;
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// Mark 4K page as used
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const int page_n = codepoint / 4096;
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Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
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}
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// Create a glyph to handle TAB
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// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
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if (FindGlyph((ImWchar)' '))
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{
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if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
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if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
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Glyphs.resize(Glyphs.Size + 1);
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ImFontGlyph& tab_glyph = Glyphs.back();
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tab_glyph = *FindGlyph((ImWchar)' ');
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@@ -2647,6 +2662,11 @@ void ImFont::BuildLookupTable()
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IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
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}
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// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
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SetGlyphVisible((ImWchar)' ', false);
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SetGlyphVisible((ImWchar)'\t', false);
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// Setup fall-backs
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FallbackGlyph = FindGlyphNoFallback(FallbackChar);
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FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
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for (int i = 0; i < max_codepoint + 1; i++)
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@@ -2654,6 +2674,25 @@ void ImFont::BuildLookupTable()
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IndexAdvanceX[i] = FallbackAdvanceX;
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}
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// API is designed this way to avoid exposing the 4K page size
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// e.g. use with IsGlyphRangeUnused(0, 255)
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bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
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{
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unsigned int page_begin = (c_begin / 4096);
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unsigned int page_last = (c_last / 4096);
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for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
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if ((page_n >> 3) < sizeof(Used4kPagesMap))
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if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
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return false;
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return true;
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}
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void ImFont::SetGlyphVisible(ImWchar c, bool visible)
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{
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if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
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glyph->Visible = visible ? 1 : 0;
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}
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void ImFont::SetFallbackChar(ImWchar c)
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{
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FallbackChar = c;
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@@ -2675,7 +2714,8 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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{
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Glyphs.resize(Glyphs.Size + 1);
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ImFontGlyph& glyph = Glyphs.back();
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glyph.Codepoint = (ImWchar)codepoint;
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glyph.Codepoint = (unsigned int)codepoint;
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glyph.Visible = (x0 != x1) && (y0 != y1);
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glyph.X0 = x0;
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glyph.Y0 = y0;
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glyph.X1 = x1;
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@@ -2711,7 +2751,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
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const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
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{
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if (c >= IndexLookup.Size)
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if (c >= (size_t)IndexLookup.Size)
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return FallbackGlyph;
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const ImWchar i = IndexLookup.Data[c];
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if (i == (ImWchar)-1)
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@@ -2721,7 +2761,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
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||||
|
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const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
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{
|
||||
if (c >= IndexLookup.Size)
|
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if (c >= (size_t)IndexLookup.Size)
|
||||
return NULL;
|
||||
const ImWchar i = IndexLookup.Data[c];
|
||||
if (i == (ImWchar)-1)
|
||||
@@ -2924,16 +2964,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
|
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void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
|
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{
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if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
|
||||
const ImFontGlyph* glyph = FindGlyph(c);
|
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if (!glyph || !glyph->Visible)
|
||||
return;
|
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if (const ImFontGlyph* glyph = FindGlyph(c))
|
||||
{
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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draw_list->PrimReserve(6, 4);
|
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
|
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void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
@@ -3046,73 +3084,70 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
continue;
|
||||
}
|
||||
|
||||
float char_width = 0.0f;
|
||||
if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
|
||||
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
|
||||
if (glyph == NULL)
|
||||
continue;
|
||||
|
||||
float char_width = glyph->AdvanceX * scale;
|
||||
if (glyph->Visible)
|
||||
{
|
||||
char_width = glyph->AdvanceX * scale;
|
||||
|
||||
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
|
||||
if (c != ' ' && c != '\t')
|
||||
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
|
||||
float x1 = x + glyph->X0 * scale;
|
||||
float x2 = x + glyph->X1 * scale;
|
||||
float y1 = y + glyph->Y0 * scale;
|
||||
float y2 = y + glyph->Y1 * scale;
|
||||
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
|
||||
{
|
||||
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
|
||||
float x1 = x + glyph->X0 * scale;
|
||||
float x2 = x + glyph->X1 * scale;
|
||||
float y1 = y + glyph->Y0 * scale;
|
||||
float y2 = y + glyph->Y1 * scale;
|
||||
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
|
||||
// Render a character
|
||||
float u1 = glyph->U0;
|
||||
float v1 = glyph->V0;
|
||||
float u2 = glyph->U1;
|
||||
float v2 = glyph->V1;
|
||||
|
||||
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
|
||||
if (cpu_fine_clip)
|
||||
{
|
||||
// Render a character
|
||||
float u1 = glyph->U0;
|
||||
float v1 = glyph->V0;
|
||||
float u2 = glyph->U1;
|
||||
float v2 = glyph->V1;
|
||||
|
||||
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
|
||||
if (cpu_fine_clip)
|
||||
if (x1 < clip_rect.x)
|
||||
{
|
||||
if (x1 < clip_rect.x)
|
||||
{
|
||||
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
|
||||
x1 = clip_rect.x;
|
||||
}
|
||||
if (y1 < clip_rect.y)
|
||||
{
|
||||
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
|
||||
y1 = clip_rect.y;
|
||||
}
|
||||
if (x2 > clip_rect.z)
|
||||
{
|
||||
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
|
||||
x2 = clip_rect.z;
|
||||
}
|
||||
if (y2 > clip_rect.w)
|
||||
{
|
||||
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
|
||||
y2 = clip_rect.w;
|
||||
}
|
||||
if (y1 >= y2)
|
||||
{
|
||||
x += char_width;
|
||||
continue;
|
||||
}
|
||||
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
|
||||
x1 = clip_rect.x;
|
||||
}
|
||||
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
|
||||
if (y1 < clip_rect.y)
|
||||
{
|
||||
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
|
||||
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
|
||||
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
|
||||
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
|
||||
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
|
||||
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
|
||||
y1 = clip_rect.y;
|
||||
}
|
||||
if (x2 > clip_rect.z)
|
||||
{
|
||||
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
|
||||
x2 = clip_rect.z;
|
||||
}
|
||||
if (y2 > clip_rect.w)
|
||||
{
|
||||
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
|
||||
y2 = clip_rect.w;
|
||||
}
|
||||
if (y1 >= y2)
|
||||
{
|
||||
x += char_width;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
|
||||
{
|
||||
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
|
||||
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
|
||||
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
|
||||
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
|
||||
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
|
||||
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
x += char_width;
|
||||
}
|
||||
|
||||
@@ -3126,13 +3161,71 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Internal Render Helpers
|
||||
// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
|
||||
// [SECTION] ImGui Internal Render Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
// Vaguely redesigned to stop accessing ImGui global state:
|
||||
// - RenderArrow()
|
||||
// - RenderBullet()
|
||||
// - RenderCheckMark()
|
||||
// - RenderMouseCursor()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledRangeH()
|
||||
//-----------------------------------------------------------------------------
|
||||
// Function in need of a redesign (legacy mess)
|
||||
// - RenderColorRectWithAlphaCheckerboard()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
|
||||
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
|
||||
{
|
||||
const float h = draw_list->_Data->FontSize * 1.00f;
|
||||
float r = h * 0.40f * scale;
|
||||
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
|
||||
|
||||
ImVec2 a, b, c;
|
||||
switch (dir)
|
||||
{
|
||||
case ImGuiDir_Up:
|
||||
case ImGuiDir_Down:
|
||||
if (dir == ImGuiDir_Up) r = -r;
|
||||
a = ImVec2(+0.000f, +0.750f) * r;
|
||||
b = ImVec2(-0.866f, -0.750f) * r;
|
||||
c = ImVec2(+0.866f, -0.750f) * r;
|
||||
break;
|
||||
case ImGuiDir_Left:
|
||||
case ImGuiDir_Right:
|
||||
if (dir == ImGuiDir_Left) r = -r;
|
||||
a = ImVec2(+0.750f, +0.000f) * r;
|
||||
b = ImVec2(-0.750f, +0.866f) * r;
|
||||
c = ImVec2(-0.750f, -0.866f) * r;
|
||||
break;
|
||||
case ImGuiDir_None:
|
||||
case ImGuiDir_COUNT:
|
||||
IM_ASSERT(0);
|
||||
break;
|
||||
}
|
||||
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
|
||||
}
|
||||
|
||||
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
|
||||
{
|
||||
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
|
||||
}
|
||||
|
||||
void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
|
||||
{
|
||||
float thickness = ImMax(sz / 5.0f, 1.0f);
|
||||
sz -= thickness * 0.5f;
|
||||
pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
|
||||
|
||||
float third = sz / 3.0f;
|
||||
float bx = pos.x + third;
|
||||
float by = pos.y + sz - third * 0.5f;
|
||||
draw_list->PathLineTo(ImVec2(bx - third, by - third));
|
||||
draw_list->PathLineTo(ImVec2(bx, by));
|
||||
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
|
||||
draw_list->PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
|
||||
{
|
||||
@@ -3237,6 +3330,43 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
draw_list->PathFillConvex(col);
|
||||
}
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
|
||||
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
|
||||
// FIXME: uses ImGui::GetColorU32
|
||||
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
|
||||
{
|
||||
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
|
||||
{
|
||||
ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
|
||||
ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
|
||||
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
|
||||
|
||||
int yi = 0;
|
||||
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
|
||||
{
|
||||
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
|
||||
if (y2 <= y1)
|
||||
continue;
|
||||
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
|
||||
{
|
||||
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
|
||||
if (x2 <= x1)
|
||||
continue;
|
||||
int rounding_corners_flags_cell = 0;
|
||||
if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
|
||||
if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
|
||||
rounding_corners_flags_cell &= rounding_corners_flags;
|
||||
draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Decompression code
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user