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Add version of PathArcTo() and PathArcToFast() with adaptive rendering quality. (#3491)
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@ -75,9 +75,13 @@ Other Changes:
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This can currently only ever be set by the Freetype renderer.
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- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
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This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
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- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tesselate.
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The adapative tesselation uses look up tables, tends to be faster than old PathArcTo() while maintaining
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quality for large arcs (tesselation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
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- ImDrawList: PathArcToFast() also adaptively tesselate efficiently. This means that large rounded corners
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in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
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- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
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with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
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- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
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- Backends: Android: Added native Android backend. (#3446) [@duddel]
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- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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4
imgui.h
4
imgui.h
@ -2436,7 +2436,7 @@ struct ImDrawList
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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); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
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inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
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IMGUI_API void PathArcToFast(const ImVec2& center, 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 PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
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@ -2482,6 +2482,8 @@ struct ImDrawList
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IMGUI_API void _OnChangedTextureID();
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IMGUI_API void _OnChangedVtxOffset();
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IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
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IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
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IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
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};
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// All draw data to render a Dear ImGui frame
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144
imgui_draw.cpp
144
imgui_draw.cpp
@ -374,18 +374,22 @@ ImDrawListSharedData::ImDrawListSharedData()
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const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
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ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
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}
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ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
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}
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void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
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{
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if (CircleSegmentMaxError == max_error)
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return;
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IM_ASSERT(max_error > 0.0f);
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CircleSegmentMaxError = max_error;
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for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
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{
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const float radius = (float)i;
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CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
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}
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ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
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}
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// Initialize before use in a new frame. We always have a command ready in the buffer.
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@ -1026,32 +1030,86 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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}
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}
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// 0: East, 3: South, 6: West, 9: North, 12: East
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void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
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void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
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{
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if (radius <= 0.0f)
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{
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_Path.push_back(center);
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return;
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}
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IM_ASSERT(a_min_of_12 <= a_max_of_12);
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IM_ASSERT(a_min_sample <= a_max_sample);
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// For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
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// but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
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#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
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a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
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a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
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#endif
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// Calculate arc auto segment step size
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if (a_step <= 0)
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a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
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_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
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for (int a = a_min_of_12; a <= a_max_of_12; a++)
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// Make sure we never do steps larger than one quarter of the circle
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a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
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// Normalize a_min_sample to always start lie in [0..IM_DRAWLIST_ARCFAST_SAMPLE_MAX] range.
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if (a_min_sample < 0)
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{
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const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
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_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
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int normalized_sample = a_min_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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if (normalized_sample < 0)
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normalized_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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a_max_sample += (normalized_sample - a_min_sample);
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a_min_sample = normalized_sample;
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}
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const int sample_range = a_max_sample - a_min_sample;
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const int a_next_step = a_step;
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int samples = sample_range + 1;
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bool extra_max_sample = false;
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if (a_step > 1)
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{
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samples = sample_range / a_step + 1;
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const int overstep = sample_range % a_step;
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if (overstep > 0)
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{
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extra_max_sample = true;
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samples++;
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// When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
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// distribute first step range evenly between them by reducing first step size.
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if (sample_range > 0)
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a_step -= (a_step - overstep) / 2;
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}
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}
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_Path.resize(_Path.Size + samples);
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ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
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int sample_index = a_min_sample;
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for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
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{
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// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
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if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
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sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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const ImVec2 s = _Data->ArcFastVtx[sample_index];
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out_ptr->x = center.x + s.x * radius;
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out_ptr->y = center.y + s.y * radius;
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out_ptr++;
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}
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if (extra_max_sample)
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{
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int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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if (normalized_max_sample < 0)
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normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
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out_ptr->x = center.x + s.x * radius;
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out_ptr->y = center.y + s.y * radius;
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out_ptr++;
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}
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IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
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}
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void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
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void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
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{
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if (radius <= 0.0f)
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{
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@ -1070,6 +1128,64 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
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}
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}
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// 0: East, 3: South, 6: West, 9: North, 12: East
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void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
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{
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if (radius <= 0.0f)
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{
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_Path.push_back(center);
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return;
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}
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IM_ASSERT(a_min_of_12 <= a_max_of_12);
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_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
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}
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void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
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{
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if (radius <= 0.0f)
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{
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_Path.push_back(center);
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return;
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}
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IM_ASSERT(a_min <= a_max);
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if (num_segments > 0)
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{
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_PathArcToN(center, radius, a_min, a_max, num_segments);
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return;
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}
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// Automatic segment count
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if (radius <= _Data->ArcFastRadiusCutoff)
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{
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// We are going to use precomputed values for mid samples.
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// Determine first and last sample in lookup table that belong to the arc.
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const int a_min_sample = (int)ImCeil(IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f));
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const int a_max_sample = (int)( IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f));
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const int a_mid_samples = ImMax(a_max_sample - a_min_sample, 0);
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const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
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const bool a_emit_start = (a_min_segment_angle - a_min) > 0.0f;
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const bool a_emit_end = (a_max - a_max_segment_angle) > 0.0f;
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_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
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if (a_emit_start)
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_Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
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if (a_max_sample >= a_min_sample)
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_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
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if (a_emit_end)
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_Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
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}
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else
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{
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const float arc_length = a_max - a_min;
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const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
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const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
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_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
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}
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}
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ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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{
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float u = 1.0f - t;
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@ -636,10 +636,15 @@ struct IMGUI_API ImChunkStream
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
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// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
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#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
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#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
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// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
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// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
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#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
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#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
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#endif
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#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
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// Data shared between all ImDrawList instances
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// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
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@ -654,7 +659,8 @@ struct IMGUI_API ImDrawListSharedData
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ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
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// [Internal] Lookup tables
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ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
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ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
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float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
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ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
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const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
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