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https://github.com/Drezil/imgui.git
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ImDrawList, ImFontAtlas: comments, tweaks. moved less scary functions at the top of the file.
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parent
7b1168eb30
commit
bc8eb5e9cf
168
imgui_draw.cpp
168
imgui_draw.cpp
@ -159,6 +159,69 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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AddDrawCmd();
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}
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void ImDrawList::UpdateClipRect()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
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{
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AddDrawCmd();
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}
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else
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{
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ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
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if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
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CmdBuffer.pop_back();
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else
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current_cmd->ClipRect = current_clip_rect;
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}
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}
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// Scissoring. The values in clip_rect are x1, y1, x2, y2.
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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{
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_ClipRectStack.push_back(clip_rect);
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UpdateClipRect();
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}
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void ImDrawList::PushClipRectFullScreen()
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{
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PushClipRect(GNullClipRect);
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// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
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//ImGuiState& g = *GImGui;
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//PushClipRect(GetVisibleRect());
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}
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void ImDrawList::PopClipRect()
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{
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IM_ASSERT(_ClipRectStack.Size > 0);
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_ClipRectStack.pop_back();
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UpdateClipRect();
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}
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void ImDrawList::UpdateTextureID()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
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AddDrawCmd();
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else
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current_cmd->TextureId = texture_id;
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}
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void ImDrawList::PushTextureID(const ImTextureID& texture_id)
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{
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_TextureIdStack.push_back(texture_id);
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UpdateTextureID();
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}
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void ImDrawList::PopTextureID()
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{
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IM_ASSERT(_TextureIdStack.Size > 0);
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_TextureIdStack.pop_back();
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UpdateTextureID();
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}
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void ImDrawList::ChannelsSplit(int channels_count)
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{
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IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
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@ -195,7 +258,6 @@ void ImDrawList::ChannelsSplit(int channels_count)
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void ImDrawList::ChannelsMerge()
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{
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// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
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// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
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if (_ChannelsCount <= 1)
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return;
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@ -238,69 +300,6 @@ void ImDrawList::ChannelsSetCurrent(int idx)
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
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}
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void ImDrawList::UpdateClipRect()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
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{
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AddDrawCmd();
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}
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else
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{
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ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
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if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
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CmdBuffer.pop_back();
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else
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current_cmd->ClipRect = current_clip_rect;
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}
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}
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// Scissoring. The values in clip_rect are x1, y1, x2, y2.
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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{
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_ClipRectStack.push_back(clip_rect);
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UpdateClipRect();
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}
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void ImDrawList::PushClipRectFullScreen()
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{
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PushClipRect(GNullClipRect);
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// This would be more correct but we're not supposed to access ImGuiState from here?
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//ImGuiState& g = *GImGui;
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//PushClipRect(GetVisibleRect());
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}
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void ImDrawList::PopClipRect()
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{
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IM_ASSERT(_ClipRectStack.Size > 0);
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_ClipRectStack.pop_back();
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UpdateClipRect();
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}
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void ImDrawList::UpdateTextureID()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
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AddDrawCmd();
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else
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current_cmd->TextureId = texture_id;
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}
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void ImDrawList::PushTextureID(const ImTextureID& texture_id)
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{
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_TextureIdStack.push_back(texture_id);
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UpdateTextureID();
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}
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void ImDrawList::PopTextureID()
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{
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IM_ASSERT(_TextureIdStack.Size > 0);
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_TextureIdStack.pop_back();
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UpdateTextureID();
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}
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// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
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void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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{
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@ -357,7 +356,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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anti_aliased &= GImGui->Style.AntiAliasedLines;
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//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
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//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
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int count = points_count;
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if (!closed)
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@ -535,7 +534,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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{
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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anti_aliased &= GImGui->Style.AntiAliasedShapes;
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//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
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//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
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if (anti_aliased)
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{
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@ -786,6 +785,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
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{
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if ((col >> 24) == 0)
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return;
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PathLineTo(a);
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PathLineTo(b);
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PathLineTo(c);
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@ -834,7 +834,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
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// reserve vertices for worse case
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// reserve vertices for worse case (over-reserving is useful and easily amortized)
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const int char_count = (int)(text_end - text_begin);
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const int vtx_count_max = char_count * 4;
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const int idx_count_max = char_count * 6;
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@ -853,7 +853,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
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// give back unused vertices
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// FIXME-OPT
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// FIXME-OPT: clean this up
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VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
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IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
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int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
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@ -869,7 +869,8 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
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{
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if ((col >> 24) == 0)
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return;
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AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize(), pos, col, text_begin, text_end);
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AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
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@ -927,7 +928,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
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}
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//-----------------------------------------------------------------------------
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// ImFontAtlias
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// ImFontAtlas
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//-----------------------------------------------------------------------------
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ImFontConfig::ImFontConfig()
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@ -1010,7 +1011,7 @@ void ImFontAtlas::Clear()
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void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
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{
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// Lazily build
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// Build atlas on demand
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if (TexPixelsAlpha8 == NULL)
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{
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if (ConfigData.empty())
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@ -1026,8 +1027,8 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
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void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
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{
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// Lazily convert to RGBA32 format
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// Although it is likely to be the most commonly used format, our font rendering is 8 bpp
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// Convert to RGBA32 format on demand
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// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
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if (!TexPixelsRGBA32)
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{
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unsigned char* pixels;
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@ -1073,7 +1074,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
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return Fonts.back();
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}
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// Default font ttf is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
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// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
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static unsigned int stb_decompress_length(unsigned char *input);
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static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
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static const char* GetDefaultCompressedFontDataTTFBase85();
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@ -1116,7 +1117,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
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return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
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}
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// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
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// NBM Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
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ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
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{
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ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
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@ -1183,6 +1184,7 @@ bool ImFontAtlas::Build()
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if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
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return false;
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// Count glyphs
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if (!cfg.GlyphRanges)
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cfg.GlyphRanges = GetGlyphRangesDefault();
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for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
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@ -1217,7 +1219,7 @@ bool ImFontAtlas::Build()
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memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
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memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
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// First font pass: pack all glyphs (no rendering at this point, we are working with glyph sizes only)
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// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
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for (int input_i = 0; input_i < ConfigData.Size; input_i++)
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{
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ImFontConfig& cfg = ConfigData[input_i];
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@ -1355,7 +1357,8 @@ bool ImFontAtlas::Build()
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void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
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{
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// . = white layer, X = black layer, others are blank
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// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
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// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
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const int TEX_DATA_W = 90;
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const int TEX_DATA_H = 27;
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const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
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@ -1414,6 +1417,7 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
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const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
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TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
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// Setup mouse cursors
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const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
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{
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// Pos ........ Size ......... Offset ......
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@ -1603,7 +1607,7 @@ void ImFont::BuildLookupTable()
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}
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// Create a glyph to handle TAB
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// FIXME: Needs proper TAB handling but it needs to be contextualized (can arbitrary say that each string starts at "column 0"
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// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
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if (FindGlyph((unsigned short)' '))
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{
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if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
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@ -1783,7 +1787,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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}
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}
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// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
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// Decode and advance source
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const char* prev_s = s;
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unsigned int c = (unsigned int)*s;
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if (c < 0x80)
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@ -1886,7 +1890,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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}
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}
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// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
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// Decode and advance source
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unsigned int c = (unsigned int)*s;
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if (c < 0x80)
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{
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@ -1925,7 +1929,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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// Clipping on Y is more likely
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if (c != ' ' && c != '\t')
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{
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// 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)
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// 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)
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float y1 = (float)(y + glyph->Y0 * scale);
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float y2 = (float)(y + glyph->Y1 * scale);
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@ -1939,7 +1943,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
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if (cpu_fine_clip)
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{
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if (x1 < clip_rect.x)
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