ImFont::RenderText() better vertical clipping for large amount of text (for #200)

This commit is contained in:
ocornut 2015-06-18 23:08:42 -06:00
parent 324b1c2a28
commit 84987ac3e0

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@ -10023,21 +10023,25 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
if (!text_end) if (!text_end)
text_end = text_begin + strlen(text_begin); text_end = text_begin + strlen(text_begin);
const float scale = size / FontSize;
const float line_height = FontSize * scale;
// Align to be pixel perfect // Align to be pixel perfect
pos.x = (float)(int)pos.x + DisplayOffset.x; pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y; pos.y = (float)(int)pos.y + DisplayOffset.y;
float x = pos.x; float x = pos.x;
float y = pos.y; float y = pos.y;
if (y > clip_rect.w)
return;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f); const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL; const char* word_wrap_eol = NULL;
ImDrawVert* out_vertices = draw_list->vtx_write; ImDrawVert* out_vertices = draw_list->vtx_write;
const char* s = text_begin; const char* s = text_begin;
if (!word_wrap_enabled && y + line_height < clip_rect.y)
while (s < text_end && *s != '\n') // Fast-forward to next line
s++;
while (s < text_end) while (s < text_end)
{ {
if (word_wrap_enabled) if (word_wrap_enabled)
@ -10085,6 +10089,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
{ {
x = pos.x; x = pos.x;
y += line_height; y += line_height;
if (y > clip_rect.w)
break;
if (!word_wrap_enabled && y + line_height < clip_rect.y)
while (s < text_end && *s != '\n') // Fast-forward to next line
s++;
continue; continue;
} }
if (c == '\r') if (c == '\r')
@ -10095,21 +10106,14 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
if (const Glyph* glyph = FindGlyph((unsigned short)c)) if (const Glyph* glyph = FindGlyph((unsigned short)c))
{ {
char_width = glyph->XAdvance * scale; char_width = glyph->XAdvance * scale;
// Clipping on Y is more likely
if (c != ' ' && c != '\t') if (c != ' ' && c != '\t')
{ {
// Clipping on Y is more likely // We don't do a second finer clipping test on the Y axis (todo: do some measurement see if it is worth it, probably not)
float y1 = (float)(y + glyph->YOffset * scale); float y1 = (float)(y + glyph->YOffset * scale);
if (y1 > clip_rect.w)
break;
float y2 = (float)(y1 + glyph->Height * scale); float y2 = (float)(y1 + glyph->Height * scale);
if (y2 < clip_rect.y)
{
// Fast-forward until next line
char_width = 0.0f;
while (s < text_end && *s != '\n') s++;
}
else
{
float x1 = (float)(x + glyph->XOffset * scale); float x1 = (float)(x + glyph->XOffset * scale);
float x2 = (float)(x1 + glyph->Width * scale); float x2 = (float)(x1 + glyph->Width * scale);
if (x1 <= clip_rect.z && x2 >= clip_rect.x) if (x1 <= clip_rect.z && x2 >= clip_rect.x)
@ -10169,7 +10173,6 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
} }
} }
} }
}
x += char_width; x += char_width;
} }