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https://github.com/Drezil/imgui.git
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Minor comments, tweaks
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5ea6e80da1
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@ -1375,13 +1375,8 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int*
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//-----------------------------------------------------------------------------
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// ImGuiStorage
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//-----------------------------------------------------------------------------
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// Helper: Key->value storage
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void ImGuiStorage::Clear()
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{
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Data.clear();
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}
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//-----------------------------------------------------------------------------
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// std::lower_bound but without the bullshit
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static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
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@ -1651,7 +1646,7 @@ void ImGuiTextBuffer::append(const char* fmt, ...)
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}
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//-----------------------------------------------------------------------------
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// ImGuiSimpleColumns
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// ImGuiSimpleColumns (internal use only)
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//-----------------------------------------------------------------------------
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ImGuiSimpleColumns::ImGuiSimpleColumns()
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4
imgui.h
4
imgui.h
@ -1050,7 +1050,7 @@ struct ImGuiStorage
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{
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ImGuiID key;
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union { int val_i; float val_f; void* val_p; };
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
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Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
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};
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@ -1059,7 +1059,7 @@ struct ImGuiStorage
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Set***() functions find pair, insertion on demand if missing.
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// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
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IMGUI_API void Clear();
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void Clear() { Data.clear(); }
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
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@ -264,7 +264,7 @@ void ImDrawList::ClearFreeMemory()
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_Channels.clear();
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}
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// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
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// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
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#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect)
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#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
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@ -388,7 +388,7 @@ void ImDrawList::ChannelsSplit(int channels_count)
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_Channels.resize(channels_count);
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_ChannelsCount = channels_count;
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// _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
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// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
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// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
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// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
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memset(&_Channels[0], 0, sizeof(ImDrawChannel));
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@ -1208,7 +1208,7 @@ ImFontConfig::ImFontConfig()
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const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
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const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
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const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
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const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
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static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
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{
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"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
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"..- -X.....X- X.X - X.X -X.....X - X.....X"
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@ -1239,6 +1239,19 @@ const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF
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" - XX XX - "
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};
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static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
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{
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// Pos ........ Size ......... Offset ......
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{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
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{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
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{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
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{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
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{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
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{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
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{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
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};
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ImFontAtlas::ImFontAtlas()
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{
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TexID = NULL;
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@ -1784,26 +1797,14 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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atlas->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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{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
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{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
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{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
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{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
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{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
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{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
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{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
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};
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for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
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{
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ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
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ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);
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const ImVec2 size = cursor_datas[type][1];
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ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][0] + ImVec2((float)r.X, (float)r.Y);
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const ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][1];
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cursor_data.Type = type;
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cursor_data.Size = size;
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cursor_data.HotOffset = cursor_datas[type][2];
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cursor_data.HotOffset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][2];
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cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
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cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
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pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
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