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ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
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@ -72,6 +72,8 @@ Other Changes:
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Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
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Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
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Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
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Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
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into e.g. an error log and stopping the script execution.
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into e.g. an error log and stopping the script execution.
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- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
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(Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
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- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
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- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
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- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
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- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
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- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
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- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
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8
imgui.h
8
imgui.h
@ -1847,11 +1847,11 @@ struct ImDrawList
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IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
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// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
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inline void PathClear() { _Path.resize(0); }
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inline void PathClear() { _Path.Size = 0; }
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inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
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inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
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inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
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inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
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inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
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IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
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116
imgui_draw.cpp
116
imgui_draw.cpp
@ -656,7 +656,13 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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_IdxWritePtr += 6;
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_IdxWritePtr += 6;
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}
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}
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
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#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } }
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
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{
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{
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if (points_count < 2)
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if (points_count < 2)
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@ -686,10 +692,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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for (int i1 = 0; i1 < count; i1++)
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for (int i1 = 0; i1 < count; i1++)
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{
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{
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const int i2 = (i1+1) == points_count ? 0 : i1+1;
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const int i2 = (i1+1) == points_count ? 0 : i1+1;
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ImVec2 diff = points[i2] - points[i1];
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float dx = points[i2].x - points[i1].x;
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diff *= ImInvLength(diff, 1.0f);
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float dy = points[i2].y - points[i1].y;
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temp_normals[i1].x = diff.y;
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IM_NORMALIZE2F_OVER_ZERO(dx, dy);
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temp_normals[i1].y = -diff.x;
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temp_normals[i1].x = dy;
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temp_normals[i1].y = -dx;
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}
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}
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if (!closed)
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if (!closed)
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temp_normals[points_count-1] = temp_normals[points_count-2];
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temp_normals[points_count-1] = temp_normals[points_count-2];
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@ -712,17 +719,18 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
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unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
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// Average normals
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// Average normals
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ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
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float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
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float dmr2 = dm.x*dm.x + dm.y*dm.y;
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float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
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if (dmr2 > 0.000001f)
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IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f)
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{
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dm_x *= AA_SIZE;
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float scale = 1.0f / dmr2;
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dm_y *= AA_SIZE;
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if (scale > 100.0f) scale = 100.0f;
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dm *= scale;
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// Add temporary vertexes
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}
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ImVec2* out_vtx = &temp_points[i2*2];
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dm *= AA_SIZE;
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out_vtx[0].x = points[i2].x + dm_x;
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temp_points[i2*2+0] = points[i2] + dm;
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out_vtx[0].y = points[i2].y + dm_y;
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temp_points[i2*2+1] = points[i2] - dm;
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out_vtx[1].x = points[i2].x - dm_x;
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out_vtx[1].y = points[i2].y - dm_y;
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// Add indexes
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// Add indexes
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_IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
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_IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
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@ -766,20 +774,24 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
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unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
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// Average normals
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// Average normals
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ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
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float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
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float dmr2 = dm.x*dm.x + dm.y*dm.y;
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float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
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if (dmr2 > 0.000001f)
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IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
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{
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float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
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float scale = 1.0f / dmr2;
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float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
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if (scale > 100.0f) scale = 100.0f;
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float dm_in_x = dm_x * half_inner_thickness;
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dm *= scale;
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float dm_in_y = dm_y * half_inner_thickness;
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}
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ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
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// Add temporary vertexes
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ImVec2 dm_in = dm * half_inner_thickness;
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ImVec2* out_vtx = &temp_points[i2*4];
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temp_points[i2*4+0] = points[i2] + dm_out;
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out_vtx[0].x = points[i2].x + dm_out_x;
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temp_points[i2*4+1] = points[i2] + dm_in;
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out_vtx[0].y = points[i2].y + dm_out_y;
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temp_points[i2*4+2] = points[i2] - dm_in;
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out_vtx[1].x = points[i2].x + dm_in_x;
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temp_points[i2*4+3] = points[i2] - dm_out;
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out_vtx[1].y = points[i2].y + dm_in_y;
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out_vtx[2].x = points[i2].x - dm_in_x;
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out_vtx[2].y = points[i2].y - dm_in_y;
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out_vtx[3].x = points[i2].x - dm_out_x;
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out_vtx[3].y = points[i2].y - dm_out_y;
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// Add indexes
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// Add indexes
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_IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
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_IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
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@ -817,11 +829,13 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const int i2 = (i1+1) == points_count ? 0 : i1+1;
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const int i2 = (i1+1) == points_count ? 0 : i1+1;
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const ImVec2& p1 = points[i1];
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const ImVec2& p1 = points[i1];
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const ImVec2& p2 = points[i2];
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const ImVec2& p2 = points[i2];
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ImVec2 diff = p2 - p1;
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diff *= ImInvLength(diff, 1.0f);
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const float dx = diff.x * (thickness * 0.5f);
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float dx = p2.x - p1.x;
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const float dy = diff.y * (thickness * 0.5f);
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float dy = p2.y - p1.y;
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IM_NORMALIZE2F_OVER_ZERO(dx, dy);
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dx *= (thickness * 0.5f);
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dy *= (thickness * 0.5f);
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_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
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_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
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_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
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_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
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_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
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_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
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@ -836,6 +850,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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}
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}
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}
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}
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// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
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void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
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void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
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{
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{
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if (points_count < 3)
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if (points_count < 3)
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@ -867,10 +882,11 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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{
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{
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const ImVec2& p0 = points[i0];
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const ImVec2& p0 = points[i0];
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const ImVec2& p1 = points[i1];
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const ImVec2& p1 = points[i1];
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ImVec2 diff = p1 - p0;
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float dx = p1.x - p0.x;
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diff *= ImInvLength(diff, 1.0f);
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float dy = p1.y - p0.y;
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temp_normals[i0].x = diff.y;
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IM_NORMALIZE2F_OVER_ZERO(dx, dy);
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temp_normals[i0].y = -diff.x;
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temp_normals[i0].x = dy;
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temp_normals[i0].y = -dx;
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}
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}
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for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
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for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
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@ -878,19 +894,15 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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// Average normals
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// Average normals
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const ImVec2& n0 = temp_normals[i0];
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const ImVec2& n0 = temp_normals[i0];
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const ImVec2& n1 = temp_normals[i1];
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const ImVec2& n1 = temp_normals[i1];
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ImVec2 dm = (n0 + n1) * 0.5f;
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float dm_x = (n0.x + n1.x) * 0.5f;
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float dmr2 = dm.x*dm.x + dm.y*dm.y;
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float dm_y = (n0.y + n1.y) * 0.5f;
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if (dmr2 > 0.000001f)
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IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
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{
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dm_x *= AA_SIZE * 0.5f;
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float scale = 1.0f / dmr2;
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dm_y *= AA_SIZE * 0.5f;
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if (scale > 100.0f) scale = 100.0f;
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dm *= scale;
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}
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dm *= AA_SIZE * 0.5f;
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// Add vertices
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// Add vertices
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_VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
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_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
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_VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
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_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
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_VtxWritePtr += 2;
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_VtxWritePtr += 2;
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// Add indexes for fringes
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// Add indexes for fringes
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@ -2422,7 +2434,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
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{
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{
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if (c >= IndexLookup.Size)
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if (c >= IndexLookup.Size)
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return FallbackGlyph;
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return FallbackGlyph;
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const ImWchar i = IndexLookup[c];
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const ImWchar i = IndexLookup.Data[c];
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if (i == (ImWchar)-1)
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if (i == (ImWchar)-1)
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return FallbackGlyph;
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return FallbackGlyph;
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return &Glyphs.Data[i];
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return &Glyphs.Data[i];
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@ -2432,7 +2444,7 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
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{
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{
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if (c >= IndexLookup.Size)
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if (c >= IndexLookup.Size)
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return NULL;
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return NULL;
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const ImWchar i = IndexLookup[c];
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const ImWchar i = IndexLookup.Data[c];
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if (i == (ImWchar)-1)
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if (i == (ImWchar)-1)
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return NULL;
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return NULL;
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return &Glyphs.Data[i];
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return &Glyphs.Data[i];
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@ -2492,7 +2504,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
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}
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}
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}
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}
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const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX);
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const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
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if (ImCharIsBlankW(c))
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if (ImCharIsBlankW(c))
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{
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{
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if (inside_word)
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if (inside_word)
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@ -2609,7 +2621,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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continue;
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continue;
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}
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}
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const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX) * scale;
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const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
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if (line_width + char_width >= max_width)
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if (line_width + char_width >= max_width)
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{
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{
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||||||
s = prev_s;
|
s = prev_s;
|
||||||
|
Loading…
Reference in New Issue
Block a user