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ImFont: Rearranged members toward an optimal CalcTextSize() loop. Removed comments from destructor. Made constructor more explicit.
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36
imgui.h
36
imgui.h
@ -2078,24 +2078,26 @@ struct ImFontAtlas
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// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
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struct ImFont
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{
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// Members: Hot ~62/78 bytes
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float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
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float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
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ImVector<ImFontGlyph> Glyphs; // // All glyphs.
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ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
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const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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// Members: Hot ~24/32 bytes (for CalcTextSize)
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ImVector<float> IndexAdvanceX; // 12/16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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float FontSize; // 4 // in // <user set> // Height of characters, set during loading (don't change after loading)
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float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
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ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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// Members: Cold ~18/26 bytes
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short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
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ImFontAtlas* ContainerAtlas; // // What we has been loaded into
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float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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bool DirtyLookupTables;
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int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
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ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
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ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
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ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
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const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
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// Members: Cold ~28/40 bytes
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ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
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ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
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short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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bool DirtyLookupTables; // 1 // out //
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float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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float Ascent, Descent; // 8 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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// Methods
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IMGUI_API ImFont();
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@ -2390,38 +2390,36 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
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ImFont::ImFont()
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{
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Scale = 1.0f;
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FontSize = 0.0f;
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FallbackAdvanceX = 0.0f;
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FallbackChar = (ImWchar)'?';
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DisplayOffset = ImVec2(0.0f, 0.0f);
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ClearOutputData();
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FallbackGlyph = NULL;
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ContainerAtlas = NULL;
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ConfigData = NULL;
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ConfigDataCount = 0;
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DirtyLookupTables = false;
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Scale = 1.0f;
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Ascent = Descent = 0.0f;
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MetricsTotalSurface = 0;
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}
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ImFont::~ImFont()
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{
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// Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
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// If you want to delete fonts you need to do it between Render() and NewFrame().
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// FIXME-CLEANUP
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/*
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ImGuiContext& g = *GImGui;
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if (g.Font == this)
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g.Font = NULL;
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*/
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ClearOutputData();
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}
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void ImFont::ClearOutputData()
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{
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FontSize = 0.0f;
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FallbackAdvanceX = 0.0f;
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Glyphs.clear();
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IndexAdvanceX.clear();
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IndexLookup.clear();
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FallbackGlyph = NULL;
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FallbackAdvanceX = 0.0f;
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ConfigDataCount = 0;
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ConfigData = NULL;
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ContainerAtlas = NULL;
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Ascent = Descent = 0.0f;
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DirtyLookupTables = true;
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Ascent = Descent = 0.0f;
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MetricsTotalSurface = 0;
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}
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