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https://github.com/Drezil/imgui.git
synced 2025-07-14 08:49:54 +02:00
Turned ImVec2 to const ref to RenderChar(), RenderText(), ColorButton(), PushClipRect(). for consistency. Comments about polygon filling winding order.
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@ -580,7 +580,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
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}
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// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
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void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
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{
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ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
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if (intersect_with_current_clip_rect)
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@ -973,7 +973,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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}
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}
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// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
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// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
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// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
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void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
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{
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if (points_count < 3)
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@ -3523,7 +3524,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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}
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// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
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void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
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void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
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{
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const ImFontGlyph* glyph = FindGlyph(c);
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if (!glyph || !glyph->Visible)
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@ -3531,26 +3532,25 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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if (glyph->Colored)
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col |= ~IM_COL32_A_MASK;
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = IM_FLOOR(pos.x);
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pos.y = IM_FLOOR(pos.y);
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float x = IM_FLOOR(pos.x);
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float y = IM_FLOOR(pos.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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draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
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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
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void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
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{
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if (!text_end)
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text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
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// Align to be pixel perfect
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pos.x = IM_FLOOR(pos.x);
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pos.y = IM_FLOOR(pos.y);
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float x = pos.x;
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float y = pos.y;
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float x = IM_FLOOR(pos.x);
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float y = IM_FLOOR(pos.y);
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if (y > clip_rect.w)
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return;
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const float start_x = x;
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const float scale = size / FontSize;
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const float line_height = FontSize * scale;
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const bool word_wrap_enabled = (wrap_width > 0.0f);
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@ -3602,14 +3602,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
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if (!word_wrap_eol)
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{
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word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
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word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
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if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
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word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
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}
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if (s >= word_wrap_eol)
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{
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x = pos.x;
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x = start_x;
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y += line_height;
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word_wrap_eol = NULL;
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@ -3640,7 +3640,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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{
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if (c == '\n')
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{
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x = pos.x;
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x = start_x;
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y += line_height;
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if (y > clip_rect.w)
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break; // break out of main loop
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