forked from Green-Sky/tomato
Merge commit '5dd98340099b3f44e06208a3124182bcf818a77e' into refact_and_update_sdl_imgui
This commit is contained in:
360
external/imgui/imgui/imgui_draw.cpp
vendored
360
external/imgui/imgui/imgui_draw.cpp
vendored
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.90.1
|
||||
// dear imgui, v1.90.6 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -8,6 +8,7 @@ Index of this file:
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
// [SECTION] ImDrawListSplitter
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
@ -64,6 +65,7 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
@ -641,7 +643,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
|
||||
}
|
||||
|
||||
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
|
||||
// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
|
||||
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
|
||||
{
|
||||
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
|
||||
@ -1217,10 +1219,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments)
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
|
||||
{
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
|
||||
@ -1229,11 +1231,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
||||
ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y);
|
||||
const float rel_x = (point.x * cos_rot) - (point.y * sin_rot);
|
||||
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot);
|
||||
point.x = rel_x + center.x;
|
||||
point.y = rel_y + center.y;
|
||||
ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
|
||||
const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
|
||||
point.x = rel.x + center.x;
|
||||
point.y = rel.y + center.y;
|
||||
_Path.push_back(point);
|
||||
}
|
||||
}
|
||||
@ -1558,31 +1559,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
}
|
||||
|
||||
// Ellipse
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness)
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments)
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@ -1613,10 +1614,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
// Accept null ranges
|
||||
if (text_begin == text_end || text_begin[0] == 0)
|
||||
return;
|
||||
if (text_end == NULL)
|
||||
text_end = text_begin + strlen(text_begin);
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
// Pull default font/size from the shared ImDrawListSharedData instance
|
||||
if (font == NULL)
|
||||
@ -1700,6 +1702,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
|
||||
//-----------------------------------------------------------------------------
|
||||
// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
|
||||
// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
|
||||
// Provided as a convenience for user but not used by main library.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ImTriangulator [Internal]
|
||||
// - AddConcavePolyFilled()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImTriangulatorNodeType
|
||||
{
|
||||
ImTriangulatorNodeType_Convex,
|
||||
ImTriangulatorNodeType_Ear,
|
||||
ImTriangulatorNodeType_Reflex
|
||||
};
|
||||
|
||||
struct ImTriangulatorNode
|
||||
{
|
||||
ImTriangulatorNodeType Type;
|
||||
int Index;
|
||||
ImVec2 Pos;
|
||||
ImTriangulatorNode* Next;
|
||||
ImTriangulatorNode* Prev;
|
||||
|
||||
void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
|
||||
};
|
||||
|
||||
struct ImTriangulatorNodeSpan
|
||||
{
|
||||
ImTriangulatorNode** Data = NULL;
|
||||
int Size = 0;
|
||||
|
||||
void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
|
||||
void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
|
||||
};
|
||||
|
||||
struct ImTriangulator
|
||||
{
|
||||
static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
|
||||
static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
|
||||
|
||||
void Init(const ImVec2* points, int points_count, void* scratch_buffer);
|
||||
void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
|
||||
|
||||
// Internal functions
|
||||
void BuildNodes(const ImVec2* points, int points_count);
|
||||
void BuildReflexes();
|
||||
void BuildEars();
|
||||
void FlipNodeList();
|
||||
bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
|
||||
void ReclassifyNode(ImTriangulatorNode* node);
|
||||
|
||||
// Internal members
|
||||
int _TrianglesLeft = 0;
|
||||
ImTriangulatorNode* _Nodes = NULL;
|
||||
ImTriangulatorNodeSpan _Ears;
|
||||
ImTriangulatorNodeSpan _Reflexes;
|
||||
};
|
||||
|
||||
// Distribute storage for nodes, ears and reflexes.
|
||||
// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
|
||||
// (this would require first building reflexes to bail to convex if empty, without even building nodes)
|
||||
void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
|
||||
{
|
||||
IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
|
||||
_TrianglesLeft = EstimateTriangleCount(points_count);
|
||||
_Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
|
||||
_Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
|
||||
_Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
|
||||
BuildNodes(points, points_count);
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
|
||||
{
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_Nodes[i].Type = ImTriangulatorNodeType_Convex;
|
||||
_Nodes[i].Index = i;
|
||||
_Nodes[i].Pos = points[i];
|
||||
_Nodes[i].Next = _Nodes + i + 1;
|
||||
_Nodes[i].Prev = _Nodes + i - 1;
|
||||
}
|
||||
_Nodes[0].Prev = _Nodes + points_count - 1;
|
||||
_Nodes[points_count - 1].Next = _Nodes;
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildReflexes()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Reflex;
|
||||
_Reflexes.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::BuildEars()
|
||||
{
|
||||
ImTriangulatorNode* n1 = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
|
||||
{
|
||||
if (n1->Type != ImTriangulatorNodeType_Convex)
|
||||
continue;
|
||||
if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
|
||||
continue;
|
||||
n1->Type = ImTriangulatorNodeType_Ear;
|
||||
_Ears.push_back(n1);
|
||||
}
|
||||
}
|
||||
|
||||
void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
|
||||
{
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
FlipNodeList();
|
||||
|
||||
ImTriangulatorNode* node = _Nodes;
|
||||
for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
|
||||
node->Type = ImTriangulatorNodeType_Convex;
|
||||
_Reflexes.Size = 0;
|
||||
BuildReflexes();
|
||||
BuildEars();
|
||||
|
||||
// If we still don't have ears, it means geometry is degenerated.
|
||||
if (_Ears.Size == 0)
|
||||
{
|
||||
// Return first triangle available, mimicking the behavior of convex fill.
|
||||
IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
|
||||
_Ears.Data[0] = _Nodes;
|
||||
_Ears.Size = 1;
|
||||
}
|
||||
}
|
||||
|
||||
ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
|
||||
out_triangle[0] = ear->Prev->Index;
|
||||
out_triangle[1] = ear->Index;
|
||||
out_triangle[2] = ear->Next->Index;
|
||||
|
||||
ear->Unlink();
|
||||
if (ear == _Nodes)
|
||||
_Nodes = ear->Next;
|
||||
|
||||
ReclassifyNode(ear->Prev);
|
||||
ReclassifyNode(ear->Next);
|
||||
_TrianglesLeft--;
|
||||
}
|
||||
|
||||
void ImTriangulator::FlipNodeList()
|
||||
{
|
||||
ImTriangulatorNode* prev = _Nodes;
|
||||
ImTriangulatorNode* temp = _Nodes;
|
||||
ImTriangulatorNode* current = _Nodes->Next;
|
||||
prev->Next = prev;
|
||||
prev->Prev = prev;
|
||||
while (current != _Nodes)
|
||||
{
|
||||
temp = current->Next;
|
||||
|
||||
current->Next = prev;
|
||||
prev->Prev = current;
|
||||
_Nodes->Next = current;
|
||||
current->Prev = _Nodes;
|
||||
|
||||
prev = current;
|
||||
current = temp;
|
||||
}
|
||||
_Nodes = prev;
|
||||
}
|
||||
|
||||
// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
|
||||
bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
|
||||
{
|
||||
ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
|
||||
for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
|
||||
{
|
||||
ImTriangulatorNode* reflex = *p;
|
||||
if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
|
||||
if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
|
||||
{
|
||||
// Classify node
|
||||
ImTriangulatorNodeType type;
|
||||
const ImTriangulatorNode* n0 = n1->Prev;
|
||||
const ImTriangulatorNode* n2 = n1->Next;
|
||||
if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Reflex;
|
||||
else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
|
||||
type = ImTriangulatorNodeType_Ear;
|
||||
else
|
||||
type = ImTriangulatorNodeType_Convex;
|
||||
|
||||
// Update lists when a type changes
|
||||
if (type == n1->Type)
|
||||
return;
|
||||
if (n1->Type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.find_erase_unsorted(n1->Index);
|
||||
else if (n1->Type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.find_erase_unsorted(n1->Index);
|
||||
if (type == ImTriangulatorNodeType_Reflex)
|
||||
_Reflexes.push_back(n1);
|
||||
else if (type == ImTriangulatorNodeType_Ear)
|
||||
_Ears.push_back(n1);
|
||||
n1->Type = type;
|
||||
}
|
||||
|
||||
// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
|
||||
// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
|
||||
// It is up to caller to ensure not making costly calls that will be outside of visible area.
|
||||
// As concave fill is noticeably more expensive than other primitives, be mindful of this...
|
||||
// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
|
||||
void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
|
||||
{
|
||||
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
const ImVec2 uv = _Data->TexUvWhitePixel;
|
||||
ImTriangulator triangulator;
|
||||
unsigned int triangle[3];
|
||||
if (Flags & ImDrawListFlags_AntiAliasedFill)
|
||||
{
|
||||
// Anti-aliased Fill
|
||||
const float AA_SIZE = _FringeScale;
|
||||
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
|
||||
const int idx_count = (points_count - 2) * 3 + points_count * 6;
|
||||
const int vtx_count = (points_count * 2);
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
|
||||
// Add indexes for fill
|
||||
unsigned int vtx_inner_idx = _VtxCurrentIdx;
|
||||
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
|
||||
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
|
||||
// Compute normals
|
||||
_Data->TempBuffer.reserve_discard(points_count);
|
||||
ImVec2* temp_normals = _Data->TempBuffer.Data;
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
const ImVec2& p0 = points[i0];
|
||||
const ImVec2& p1 = points[i1];
|
||||
float dx = p1.x - p0.x;
|
||||
float dy = p1.y - p0.y;
|
||||
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
|
||||
temp_normals[i0].x = dy;
|
||||
temp_normals[i0].y = -dx;
|
||||
}
|
||||
|
||||
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
// Average normals
|
||||
const ImVec2& n0 = temp_normals[i0];
|
||||
const ImVec2& n1 = temp_normals[i1];
|
||||
float dm_x = (n0.x + n1.x) * 0.5f;
|
||||
float dm_y = (n0.y + n1.y) * 0.5f;
|
||||
IM_FIXNORMAL2F(dm_x, dm_y);
|
||||
dm_x *= AA_SIZE * 0.5f;
|
||||
dm_y *= AA_SIZE * 0.5f;
|
||||
|
||||
// Add vertices
|
||||
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
|
||||
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
|
||||
_VtxWritePtr += 2;
|
||||
|
||||
// Add indexes for fringes
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
|
||||
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
|
||||
_IdxWritePtr += 6;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non Anti-aliased Fill
|
||||
const int idx_count = (points_count - 2) * 3;
|
||||
const int vtx_count = points_count;
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
for (int i = 0; i < vtx_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr++;
|
||||
}
|
||||
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
||||
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
||||
while (triangulator._TrianglesLeft > 0)
|
||||
{
|
||||
triangulator.GetNextTriangle(triangle);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
|
||||
_IdxWritePtr += 3;
|
||||
}
|
||||
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawListSplitter
|
||||
@ -2672,8 +2984,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
|
||||
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
|
||||
|
||||
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
const float ascent = ImCeil(unscaled_ascent * font_scale);
|
||||
const float descent = ImFloor(unscaled_descent * font_scale);
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
@ -3768,6 +4080,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
{
|
||||
x = start_x;
|
||||
y += line_height;
|
||||
if (y > clip_rect.w)
|
||||
break; // break out of main loop
|
||||
word_wrap_eol = NULL;
|
||||
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
|
||||
continue;
|
||||
@ -3997,8 +4311,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
|
||||
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
|
||||
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
|
||||
}
|
||||
if (p1.x > rect.Min.x + rounding)
|
||||
{
|
||||
@ -4017,8 +4331,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
|
||||
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
|
||||
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
|
||||
}
|
||||
}
|
||||
draw_list->PathFillConvex(col);
|
||||
|
Reference in New Issue
Block a user