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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # imgui.cpp # imgui.h # imgui_demo.cpp
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@ -497,6 +497,18 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
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#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
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// Try to merge two last draw commands
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void ImDrawList::_TryMergeDrawCmds()
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{
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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ImDrawCmd* prev_cmd = curr_cmd - 1;
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if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
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{
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prev_cmd->ElemCount += curr_cmd->ElemCount;
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CmdBuffer.pop_back();
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}
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}
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// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
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// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
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void ImDrawList::_OnChangedClipRect()
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@ -699,10 +711,11 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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}
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous 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) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
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// - Those macros expects l-values and need to be used as their own statement.
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// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
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#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0)
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#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
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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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@ -2160,7 +2173,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si
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IM_ASSERT(font_cfg.FontData == NULL);
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font_cfg.FontData = ttf_data;
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font_cfg.FontDataSize = ttf_size;
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font_cfg.SizePixels = size_pixels;
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font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
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if (glyph_ranges)
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font_cfg.GlyphRanges = glyph_ranges;
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return AddFont(&font_cfg);
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