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Very minor code/comments tweaks.
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4905ec46f1
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0505995193
@ -6625,10 +6625,10 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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const float line_height = (float)Info->FontSize;
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const float scale = size / (float)Info->FontSize;
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const float line_height = (float)Info->FontSize * scale;
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const float tex_scale_x = 1.0f / (float)Common->ScaleW;
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const float tex_scale_y = 1.0f / (float)(Common->ScaleH);
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const float tex_scale_y = 1.0f / (float)Common->ScaleH;
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const float outline = (float)Info->Outline;
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// Align to be pixel perfect
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@ -6658,7 +6658,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (s >= word_wrap_eol)
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{
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x = pos.x;
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y += line_height * scale;
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y += line_height;
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word_wrap_eol = NULL;
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// Wrapping skips upcoming blanks
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@ -6679,7 +6679,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (c == '\n')
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{
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x = pos.x;
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y += line_height * scale;
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y += line_height;
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continue;
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}
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2
imgui.h
2
imgui.h
@ -745,7 +745,7 @@ struct ImFont
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// Settings
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f // Offset font rendering by xx pixels
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImVec2 TexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
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ImWchar FallbackChar; // = '?' // Replacement glyph is one isn't found.
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