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https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Bump ImGui.
This commit is contained in:
+88
-33
@@ -210,7 +210,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
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colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
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colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
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colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
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colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
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colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
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colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
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@@ -244,7 +244,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
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colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
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colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
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colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
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colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
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colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
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colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
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@@ -272,7 +272,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
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colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
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colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
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colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
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colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
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colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
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colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
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@@ -335,7 +335,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
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colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
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colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
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colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
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colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
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colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
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colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
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colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
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@@ -411,6 +411,7 @@ void ImDrawList::_ResetForNewFrame()
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_Path.resize(0);
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_Splitter.Clear();
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CmdBuffer.push_back(ImDrawCmd());
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_FringeScale = 1.0f;
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}
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void ImDrawList::_ClearFreeMemory()
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@@ -686,12 +687,12 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
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const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
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const bool thick_line = (thickness > 1.0f);
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const bool thick_line = (thickness > _FringeScale);
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if (Flags & ImDrawListFlags_AntiAliasedLines)
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{
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// Anti-aliased stroke
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const float AA_SIZE = 1.0f;
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const float AA_SIZE = _FringeScale;
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const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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// Thicknesses <1.0 should behave like thickness 1.0
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@@ -702,7 +703,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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// Do we want to draw this line using a texture?
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// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
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// - If AA_SIZE is not 1.0f we cannot use the texture path.
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f);
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
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// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
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IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
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@@ -944,7 +945,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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if (Flags & ImDrawListFlags_AntiAliasedFill)
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{
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// Anti-aliased Fill
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const float AA_SIZE = 1.0f;
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const float AA_SIZE = _FringeScale;
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const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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const int idx_count = (points_count - 2)*3 + points_count * 6;
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const int vtx_count = (points_count * 2);
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@@ -1056,23 +1057,32 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
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}
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}
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ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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{
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float u = 1.0f - t;
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float w1 = u*u*u;
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float w2 = 3*u*u*t;
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float w3 = 3*u*t*t;
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float w4 = t*t*t;
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return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
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float w1 = u * u * u;
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float w2 = 3 * u * u * t;
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float w3 = 3 * u * t * t;
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float w4 = t * t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
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}
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// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
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static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
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{
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float u = 1.0f - t;
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float w1 = u * u;
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float w2 = 2 * u * t;
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float w3 = t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
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}
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// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
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static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
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float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
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float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
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float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
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d2 = (d2 >= 0) ? d2 : -d2;
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d3 = (d3 >= 0) ? d3 : -d3;
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if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
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@@ -1081,29 +1091,62 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
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}
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else if (level < 10)
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{
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float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
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float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
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float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
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float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
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float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
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float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
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PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
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float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
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float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
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float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
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PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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}
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}
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void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
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{
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float dx = x3 - x1, dy = y3 - y1;
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float det = (x2 - x3) * dy - (y2 - y3) * dx;
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if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
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{
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path->push_back(ImVec2(x3, y3));
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}
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else if (level < 10)
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{
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float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
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float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
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PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
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}
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}
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void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
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_Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
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}
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}
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void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
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}
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}
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@@ -1317,13 +1360,24 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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}
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// Cubic Bezier takes 4 controls points
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathBezierCurveTo(p2, p3, p4, num_segments);
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PathBezierCubicCurveTo(p2, p3, p4, num_segments);
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PathStroke(col, false, thickness);
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}
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// Quadratic Bezier takes 3 controls points
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void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathBezierQuadraticCurveTo(p2, p3, num_segments);
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PathStroke(col, false, thickness);
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}
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@@ -2123,10 +2177,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
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if (cfg.DstFont == atlas->Fonts[output_i])
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src_tmp.DstIndex = output_i;
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IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
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if (src_tmp.DstIndex == -1)
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{
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IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
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return false;
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}
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// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
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const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
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IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
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