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ImFont: RenderText() useful directly without ImDrawList::AddText().. Changed prototype. Reserving vertices after skipping non-visible lead.
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@ -2339,9 +2339,13 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
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return;
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}
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT(draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
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IM_ASSERT(draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT((int64_t)draw_list->_VtxCurrentIdx <= ((int64_t)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
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out_render_list.push_back(draw_list);
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4
imgui.h
4
imgui.h
@ -1182,9 +1182,9 @@ struct ImDrawList
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IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
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IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
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IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
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inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
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inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateTextureID();
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};
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@ -1325,7 +1325,7 @@ struct ImFont
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IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
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IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
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IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
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IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
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IMGUI_API void 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 = 0.0f, bool cpu_fine_clip = false) const;
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};
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//---- Include imgui_user.h at the end of imgui.h
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@ -918,14 +918,6 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
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// reserve vertices for worse case (over-reserving is useful and easily amortized)
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const int char_count = (int)(text_end - text_begin);
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const int vtx_count_max = char_count * 4;
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const int idx_count_max = char_count * 6;
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const int vtx_begin = VtxBuffer.Size;
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const int idx_begin = IdxBuffer.Size;
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PrimReserve(idx_count_max, vtx_count_max);
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ImVec4 clip_rect = _ClipRectStack.back();
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if (cpu_fine_clip_rect)
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{
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@ -934,18 +926,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
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clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
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}
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font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
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// give back unused vertices
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// FIXME-OPT: clean this up
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VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
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IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
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int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
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int idx_unused = idx_count_max - (IdxBuffer.Size - idx_begin);
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CmdBuffer.back().ElemCount -= idx_unused;
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_VtxWritePtr -= vtx_unused;
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_IdxWritePtr -= idx_unused;
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_VtxCurrentIdx = (unsigned int)VtxBuffer.Size;
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font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
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}
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void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
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@ -1956,7 +1937,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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}
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}
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void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, bool cpu_fine_clip) const
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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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{
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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@ -1974,14 +1955,22 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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const bool word_wrap_enabled = (wrap_width > 0.0f);
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const char* word_wrap_eol = NULL;
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ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
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ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
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unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
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// Skip non-visible lines
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const char* s = text_begin;
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if (!word_wrap_enabled && y + line_height < clip_rect.y)
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while (s < text_end && *s != '\n') // Fast-forward to next line
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s++;
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// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
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const int vtx_count_max = (int)(text_end - s) * 4;
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const int idx_count_max = (int)(text_end - s) * 6;
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const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
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draw_list->PrimReserve(idx_count_max, vtx_count_max);
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ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
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ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
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unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
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while (s < text_end)
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{
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if (word_wrap_enabled)
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@ -2050,11 +2039,10 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (c != ' ' && c != '\t')
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{
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// 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
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float y1 = y + glyph->Y0 * scale;
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float y2 = y + glyph->Y1 * scale;
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float x1 = x + glyph->X0 * scale;
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float x2 = x + glyph->X1 * scale;
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float y1 = y + glyph->Y0 * scale;
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float y2 = y + glyph->Y1 * scale;
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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{
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// Render a character
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@ -2113,9 +2101,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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x += char_width;
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}
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// Give back unused vertices
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draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
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draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
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draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
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draw_list->_VtxWritePtr = vtx_write;
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draw_list->_VtxCurrentIdx = vtx_current_idx;
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draw_list->_IdxWritePtr = idx_write;
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draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
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}
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//-----------------------------------------------------------------------------
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