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Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC. (cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
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@ -2069,7 +2069,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
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ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
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const float font_off_x = cfg.GlyphOffset.x;
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const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
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const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f);
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for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
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{
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@ -2080,7 +2080,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
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float char_off_x = font_off_x;
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if (char_advance_x_org != char_advance_x_mod)
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char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
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char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
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// Register glyph
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stbtt_aligned_quad q;
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@ -2591,7 +2591,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
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if (ConfigData->PixelSnapH)
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glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
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glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f);
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// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
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DirtyLookupTables = true;
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@ -2833,8 +2833,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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if (const ImFontGlyph* glyph = FindGlyph(c))
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{
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.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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}
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@ -2846,8 +2846,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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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 = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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float x = pos.x;
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float y = pos.y;
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if (y > clip_rect.w)
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