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Texture-based round corners: Fxed overlapping edge triangles when drawing filled shapes
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@ -1549,23 +1549,23 @@ inline bool AddRoundCornerRect(ImDrawList* draw_list, const ImVec2& a, const ImV
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const ImVec2 ttl = may;
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const ImVec2 ttl = may;
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const ImVec2 ttr = mby;
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const ImVec2 ttr = mby;
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const ImVec2 tbr(mby.x, mby.y + top_side_thickness);
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const ImVec2 tbr(mby.x, mby.y + (fill ? size_b : top_side_thickness));
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const ImVec2 tbl(may.x, may.y + top_side_thickness);
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const ImVec2 tbl(may.x, may.y + (fill ? size_a : top_side_thickness));
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const ImVec2 btl(mdy.x, mdy.y - bottom_side_thickness);
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const ImVec2 btl(mdy.x, mdy.y - (fill ? size_d : bottom_side_thickness));
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const ImVec2 btr(mcy.x, mcy.y - bottom_side_thickness);
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const ImVec2 btr(mcy.x, mcy.y - (fill ? size_c : bottom_side_thickness));
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const ImVec2 bbr = mcy;
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const ImVec2 bbr = mcy;
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const ImVec2 bbl = mdy;
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const ImVec2 bbl = mdy;
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const ImVec2 ltl = max;
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const ImVec2 ltl = max;
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const ImVec2 ltr(max.x + left_side_thickness, max.y);
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const ImVec2 ltr(max.x + (fill ? size_a : left_side_thickness), max.y);
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const ImVec2 lbr(mdx.x + left_side_thickness, mdx.y);
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const ImVec2 lbr(mdx.x + (fill ? size_d : left_side_thickness), mdx.y);
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const ImVec2 lbl = mdx;
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const ImVec2 lbl = mdx;
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const ImVec2 rtl(mbx.x - right_side_thickness, mbx.y);
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const ImVec2 rtl(mbx.x - (fill ? size_b : right_side_thickness), mbx.y);
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const ImVec2 rtr = mbx;
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const ImVec2 rtr = mbx;
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const ImVec2 rbr = mcx;
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const ImVec2 rbr = mcx;
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const ImVec2 rbl(mcx.x - right_side_thickness, mcx.y);
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const ImVec2 rbl(mcx.x - (fill ? size_c : right_side_thickness), mcx.y);
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// Reserve enough space for the vertices/indices
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// Reserve enough space for the vertices/indices
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const int vtcs = fill ? (4 * 9) : (4 * 8);
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const int vtcs = fill ? (4 * 9) : (4 * 8);
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@ -3495,7 +3495,7 @@ static void ImFontAtlasBuildRenderRoundCornersTexData(ImFontAtlas* atlas)
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if (filled)
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if (filled)
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{
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{
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// The filled version starts a little further down the texture to give us the padding in the middle.
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// The filled version starts a little further down the texture to give us the padding in the middle.
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cy = ImMax(y - FONT_ATLAS_ROUNDED_CORNER_TEX_CENTER_PADDING, 0);
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cy = ImMax((float)y - FONT_ATLAS_ROUNDED_CORNER_TEX_CENTER_PADDING, 0.0f);
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}
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}
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const float dist = (square ? ImMax(cx, cy) : ImSqrt((float)(cx*cx + cy * cy))) - (float)(radius - (filled ? 0 : (stroke_width * 0.5f) + 0.5f));
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const float dist = (square ? ImMax(cx, cy) : ImSqrt((float)(cx*cx + cy * cy))) - (float)(radius - (filled ? 0 : (stroke_width * 0.5f) + 0.5f));
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