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Add ShadeVertsLinearUV()
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@ -1226,6 +1226,30 @@ void ImGui::ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_sta
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}
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}
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}
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}
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// Distribute UV over (a, b) rectangle
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void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
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{
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const ImVec2 size = b - a;
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const ImVec2 uv_size = uv_b - uv_a;
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const ImVec2 scale = ImVec2(
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size.x ? (uv_size.x / size.x) : 0.0f,
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size.y ? (uv_size.y / size.y) : 0.0f);
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if (clamp)
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{
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const ImVec2 min = ImMin(uv_a, uv_b);
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const ImVec2 max = ImMax(uv_a, uv_b);
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for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
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vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
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}
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else
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{
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for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
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vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// ImFontConfig
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// ImFontConfig
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -155,6 +155,7 @@ static inline ImVec2 ImFloor(const ImVec2& v)
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
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// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
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// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
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// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
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@ -873,6 +874,7 @@ namespace ImGui
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// Shade functions
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// Shade functions
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
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IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
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IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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} // namespace ImGui
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} // namespace ImGui
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