| // dear imgui, v1.91.5 |
| // (drawing and font code) |
| |
| /* |
| |
| Index of this file: |
| |
| // [SECTION] STB libraries implementation |
| // [SECTION] Style functions |
| // [SECTION] ImDrawList |
| // [SECTION] ImTriangulator, ImDrawList concave polygon fill |
| // [SECTION] ImDrawList Shadow Primitives |
| // [SECTION] ImDrawListSplitter |
| // [SECTION] ImDrawData |
| // [SECTION] Helpers ShadeVertsXXX functions |
| // [SECTION] ImFontAtlasShadowTexConfig |
| // [SECTION] ImFontConfig |
| // [SECTION] ImFontAtlas |
| // [SECTION] ImFontAtlas glyph ranges helpers |
| // [SECTION] ImFontGlyphRangesBuilder |
| // [SECTION] ImFont |
| // [SECTION] ImGui Internal Render Helpers |
| // [SECTION] Decompression code |
| // [SECTION] Default font data (ProggyClean.ttf) |
| |
| */ |
| |
| #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) |
| #define _CRT_SECURE_NO_WARNINGS |
| #endif |
| |
| #ifndef IMGUI_DEFINE_MATH_OPERATORS |
| #define IMGUI_DEFINE_MATH_OPERATORS |
| #endif |
| |
| #include "imgui.h" |
| #ifndef IMGUI_DISABLE |
| #include "imgui_internal.h" |
| #ifdef IMGUI_ENABLE_FREETYPE |
| #include "misc/freetype/imgui_freetype.h" |
| #endif |
| |
| #include <stdio.h> // vsnprintf, sscanf, printf |
| |
| // Visual Studio warnings |
| #ifdef _MSC_VER |
| #pragma warning (disable: 4127) // condition expression is constant |
| #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) |
| #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen |
| #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). |
| #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) |
| #endif |
| |
| // Clang/GCC warnings with -Weverything |
| #if defined(__clang__) |
| #if __has_warning("-Wunknown-warning-option") |
| #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! |
| #endif |
| #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' |
| #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. |
| #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. |
| #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
| #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 |
| #pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here |
| #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier |
| #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. |
| #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision |
| #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter |
| #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access |
| #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type |
| #elif defined(__GNUC__) |
| #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind |
| #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used |
| #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function |
| #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value |
| #pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer |
| #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead |
| #endif |
| |
| //------------------------------------------------------------------------- |
| // [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) |
| //------------------------------------------------------------------------- |
| |
| // Compile time options: |
| //#define IMGUI_STB_NAMESPACE ImStb |
| //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" |
| //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" |
| //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION |
| //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION |
| |
| #ifdef IMGUI_STB_NAMESPACE |
| namespace IMGUI_STB_NAMESPACE |
| { |
| #endif |
| |
| #ifdef _MSC_VER |
| #pragma warning (push) |
| #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration |
| #pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. |
| #pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. |
| #pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. |
| #endif |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic push |
| #pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used |
| #pragma clang diagnostic ignored "-Wmissing-prototypes" |
| #pragma clang diagnostic ignored "-Wimplicit-fallthrough" |
| #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier |
| #endif |
| |
| #if defined(__GNUC__) |
| #pragma GCC diagnostic push |
| #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] |
| #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers |
| #endif |
| |
| #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) |
| #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit |
| #define STBRP_STATIC |
| #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) |
| #define STBRP_SORT ImQsort |
| #define STB_RECT_PACK_IMPLEMENTATION |
| #endif |
| #ifdef IMGUI_STB_RECT_PACK_FILENAME |
| #include IMGUI_STB_RECT_PACK_FILENAME |
| #else |
| #include "imstb_rectpack.h" |
| #endif |
| #endif |
| |
| #ifdef IMGUI_ENABLE_STB_TRUETYPE |
| #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) |
| #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit |
| #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) |
| #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) |
| #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) |
| #define STBTT_fmod(x,y) ImFmod(x,y) |
| #define STBTT_sqrt(x) ImSqrt(x) |
| #define STBTT_pow(x,y) ImPow(x,y) |
| #define STBTT_fabs(x) ImFabs(x) |
| #define STBTT_ifloor(x) ((int)ImFloor(x)) |
| #define STBTT_iceil(x) ((int)ImCeil(x)) |
| #define STBTT_STATIC |
| #define STB_TRUETYPE_IMPLEMENTATION |
| #else |
| #define STBTT_DEF extern |
| #endif |
| #ifdef IMGUI_STB_TRUETYPE_FILENAME |
| #include IMGUI_STB_TRUETYPE_FILENAME |
| #else |
| #include "imstb_truetype.h" |
| #endif |
| #endif |
| #endif // IMGUI_ENABLE_STB_TRUETYPE |
| |
| #if defined(__GNUC__) |
| #pragma GCC diagnostic pop |
| #endif |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |
| |
| #if defined(_MSC_VER) |
| #pragma warning (pop) |
| #endif |
| |
| #ifdef IMGUI_STB_NAMESPACE |
| } // namespace ImStb |
| using namespace IMGUI_STB_NAMESPACE; |
| #endif |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] Style functions |
| //----------------------------------------------------------------------------- |
| |
| void ImGui::StyleColorsDark(ImGuiStyle* dst) |
| { |
| ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); |
| ImVec4* colors = style->Colors; |
| |
| colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); |
| colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); |
| colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); |
| colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); |
| colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); |
| colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); |
| colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); |
| colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); |
| colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); |
| colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); |
| colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); |
| colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); |
| colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); |
| colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); |
| colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); |
| colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); |
| colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); |
| colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); |
| colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); |
| colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); |
| colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); |
| colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; |
| colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); |
| colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); |
| colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); |
| colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); |
| colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); |
| colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; |
| colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); |
| colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); |
| colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); |
| colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); |
| colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); |
| colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); |
| colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); |
| colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); |
| colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); |
| colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); |
| colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); |
| colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); |
| colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); |
| colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); |
| colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); |
| colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); |
| colors[ImGuiCol_WindowShadow] = ImVec4(0.08f, 0.08f, 0.08f, 0.35f); |
| } |
| |
| void ImGui::StyleColorsClassic(ImGuiStyle* dst) |
| { |
| ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); |
| ImVec4* colors = style->Colors; |
| |
| colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); |
| colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); |
| colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); |
| colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); |
| colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); |
| colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); |
| colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); |
| colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); |
| colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); |
| colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); |
| colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); |
| colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); |
| colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); |
| colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); |
| colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); |
| colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); |
| colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); |
| colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); |
| colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); |
| colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); |
| colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); |
| colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); |
| colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); |
| colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); |
| colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); |
| colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); |
| colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); |
| colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); |
| colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); |
| colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); |
| colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); |
| colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; |
| colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); |
| colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); |
| colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); |
| colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); |
| colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); |
| colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); |
| colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); |
| colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); |
| colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); |
| colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); |
| colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); |
| colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); |
| colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); |
| colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; |
| colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); |
| colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); |
| colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); |
| colors[ImGuiCol_WindowShadow] = ImVec4(0.08f, 0.08f, 0.08f, 0.35f); |
| } |
| |
| // Those light colors are better suited with a thicker font than the default one + FrameBorder |
| void ImGui::StyleColorsLight(ImGuiStyle* dst) |
| { |
| ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); |
| ImVec4* colors = style->Colors; |
| |
| colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); |
| colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); |
| colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); |
| colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); |
| colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); |
| colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); |
| colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); |
| colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); |
| colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); |
| colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); |
| colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); |
| colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); |
| colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); |
| colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); |
| colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); |
| colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); |
| colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); |
| colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); |
| colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); |
| colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); |
| colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); |
| colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); |
| colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); |
| colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); |
| colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); |
| colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); |
| colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); |
| colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); |
| colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); |
| colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; |
| colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); |
| colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); |
| colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); |
| colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); |
| colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); |
| colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); |
| colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); |
| colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); |
| colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); |
| colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); |
| colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here |
| colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
| colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); |
| colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; |
| colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); |
| colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); |
| colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; |
| colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); |
| colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); |
| colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); |
| colors[ImGuiCol_WindowShadow] = ImVec4(0.08f, 0.08f, 0.08f, 0.35f); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImFontAtlasShadowTexConfig |
| //----------------------------------------------------------------------------- |
| |
| void ImFontAtlasShadowTexConfig::SetupDefaults() |
| { |
| TexCornerSize = 16; |
| TexEdgeSize = 1; |
| TexFalloffPower = 4.8f; |
| TexDistanceFieldOffset = 3.8f; |
| TexBlur = true; |
| } |
| |
| int ImFontAtlasShadowTexConfig::CalcConvexTexWidth() const |
| { |
| // We have to pad the texture enough that we don't go off the edges when we expand the corner triangles |
| return (int)((TexCornerSize / ImCos(IM_PI * 0.25f)) + (GetConvexTexPadding() * 2)); |
| } |
| |
| int ImFontAtlasShadowTexConfig::CalcConvexTexHeight() const |
| { |
| return CalcConvexTexWidth(); // Same value |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImDrawList |
| //----------------------------------------------------------------------------- |
| |
| ImDrawListSharedData::ImDrawListSharedData() |
| { |
| memset(this, 0, sizeof(*this)); |
| for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) |
| { |
| const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); |
| ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); |
| } |
| ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); |
| } |
| |
| void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) |
| { |
| if (CircleSegmentMaxError == max_error) |
| return; |
| |
| IM_ASSERT(max_error > 0.0f); |
| CircleSegmentMaxError = max_error; |
| for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) |
| { |
| const float radius = (float)i; |
| CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); |
| } |
| ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); |
| } |
| |
| // Initialize before use in a new frame. We always have a command ready in the buffer. |
| // In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. |
| void ImDrawList::_ResetForNewFrame() |
| { |
| // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. |
| IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); |
| IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); |
| IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); |
| if (_Splitter._Count > 1) |
| _Splitter.Merge(this); |
| |
| CmdBuffer.resize(0); |
| IdxBuffer.resize(0); |
| VtxBuffer.resize(0); |
| Flags = _Data->InitialFlags; |
| memset(&_CmdHeader, 0, sizeof(_CmdHeader)); |
| _VtxCurrentIdx = 0; |
| _VtxWritePtr = NULL; |
| _IdxWritePtr = NULL; |
| _ClipRectStack.resize(0); |
| _TextureIdStack.resize(0); |
| _CallbacksDataBuf.resize(0); |
| _Path.resize(0); |
| _Splitter.Clear(); |
| CmdBuffer.push_back(ImDrawCmd()); |
| _FringeScale = 1.0f; |
| } |
| |
| void ImDrawList::_ClearFreeMemory() |
| { |
| CmdBuffer.clear(); |
| IdxBuffer.clear(); |
| VtxBuffer.clear(); |
| Flags = ImDrawListFlags_None; |
| _VtxCurrentIdx = 0; |
| _VtxWritePtr = NULL; |
| _IdxWritePtr = NULL; |
| _ClipRectStack.clear(); |
| _TextureIdStack.clear(); |
| _CallbacksDataBuf.clear(); |
| _Path.clear(); |
| _Splitter.ClearFreeMemory(); |
| } |
| |
| ImDrawList* ImDrawList::CloneOutput() const |
| { |
| ImDrawList* dst = IM_NEW(ImDrawList(_Data)); |
| dst->CmdBuffer = CmdBuffer; |
| dst->IdxBuffer = IdxBuffer; |
| dst->VtxBuffer = VtxBuffer; |
| dst->Flags = Flags; |
| return dst; |
| } |
| |
| void ImDrawList::AddDrawCmd() |
| { |
| ImDrawCmd draw_cmd; |
| draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() |
| draw_cmd.TextureId = _CmdHeader.TextureId; |
| draw_cmd.VtxOffset = _CmdHeader.VtxOffset; |
| draw_cmd.IdxOffset = IdxBuffer.Size; |
| |
| IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); |
| CmdBuffer.push_back(draw_cmd); |
| } |
| |
| // Pop trailing draw command (used before merging or presenting to user) |
| // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL |
| void ImDrawList::_PopUnusedDrawCmd() |
| { |
| while (CmdBuffer.Size > 0) |
| { |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) |
| return;// break; |
| CmdBuffer.pop_back(); |
| } |
| } |
| |
| void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) |
| { |
| IM_ASSERT_PARANOID(CmdBuffer.Size > 0); |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| IM_ASSERT(curr_cmd->UserCallback == NULL); |
| if (curr_cmd->ElemCount != 0) |
| { |
| AddDrawCmd(); |
| curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| } |
| |
| curr_cmd->UserCallback = callback; |
| if (userdata_size == 0) |
| { |
| // Store user data directly in command (no indirection) |
| curr_cmd->UserCallbackData = userdata; |
| curr_cmd->UserCallbackDataSize = 0; |
| curr_cmd->UserCallbackDataOffset = -1; |
| } |
| else |
| { |
| // Copy and store user data in a buffer |
| IM_ASSERT(userdata != NULL); |
| IM_ASSERT(userdata_size < (1u << 31)); |
| curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() |
| curr_cmd->UserCallbackDataSize = (int)userdata_size; |
| curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; |
| _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); |
| memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); |
| } |
| |
| AddDrawCmd(); // Force a new command after us (see comment below) |
| } |
| |
| // Compare ClipRect, TextureId and VtxOffset with a single memcmp() |
| #define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) |
| #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset |
| #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset |
| #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) |
| |
| // Try to merge two last draw commands |
| void ImDrawList::_TryMergeDrawCmds() |
| { |
| IM_ASSERT_PARANOID(CmdBuffer.Size > 0); |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| ImDrawCmd* prev_cmd = curr_cmd - 1; |
| if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) |
| { |
| prev_cmd->ElemCount += curr_cmd->ElemCount; |
| CmdBuffer.pop_back(); |
| } |
| } |
| |
| // 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. |
| // 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. |
| void ImDrawList::_OnChangedClipRect() |
| { |
| // If current command is used with different settings we need to add a new command |
| IM_ASSERT_PARANOID(CmdBuffer.Size > 0); |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) |
| { |
| AddDrawCmd(); |
| return; |
| } |
| IM_ASSERT(curr_cmd->UserCallback == NULL); |
| |
| // Try to merge with previous command if it matches, else use current command |
| ImDrawCmd* prev_cmd = curr_cmd - 1; |
| if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) |
| { |
| CmdBuffer.pop_back(); |
| return; |
| } |
| curr_cmd->ClipRect = _CmdHeader.ClipRect; |
| } |
| |
| void ImDrawList::_OnChangedTextureID() |
| { |
| // If current command is used with different settings we need to add a new command |
| IM_ASSERT_PARANOID(CmdBuffer.Size > 0); |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) |
| { |
| AddDrawCmd(); |
| return; |
| } |
| IM_ASSERT(curr_cmd->UserCallback == NULL); |
| |
| // Try to merge with previous command if it matches, else use current command |
| ImDrawCmd* prev_cmd = curr_cmd - 1; |
| if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) |
| { |
| CmdBuffer.pop_back(); |
| return; |
| } |
| curr_cmd->TextureId = _CmdHeader.TextureId; |
| } |
| |
| void ImDrawList::_OnChangedVtxOffset() |
| { |
| // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. |
| _VtxCurrentIdx = 0; |
| IM_ASSERT_PARANOID(CmdBuffer.Size > 0); |
| ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 |
| if (curr_cmd->ElemCount != 0) |
| { |
| AddDrawCmd(); |
| return; |
| } |
| IM_ASSERT(curr_cmd->UserCallback == NULL); |
| curr_cmd->VtxOffset = _CmdHeader.VtxOffset; |
| } |
| |
| int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const |
| { |
| // Automatic segment count |
| const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy |
| if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) |
| return _Data->CircleSegmentCounts[radius_idx]; // Use cached value |
| else |
| return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); |
| } |
| |
| // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) |
| void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) |
| { |
| ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); |
| if (intersect_with_current_clip_rect) |
| { |
| ImVec4 current = _CmdHeader.ClipRect; |
| if (cr.x < current.x) cr.x = current.x; |
| if (cr.y < current.y) cr.y = current.y; |
| if (cr.z > current.z) cr.z = current.z; |
| if (cr.w > current.w) cr.w = current.w; |
| } |
| cr.z = ImMax(cr.x, cr.z); |
| cr.w = ImMax(cr.y, cr.w); |
| |
| _ClipRectStack.push_back(cr); |
| _CmdHeader.ClipRect = cr; |
| _OnChangedClipRect(); |
| } |
| |
| void ImDrawList::PushClipRectFullScreen() |
| { |
| PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); |
| } |
| |
| void ImDrawList::PopClipRect() |
| { |
| _ClipRectStack.pop_back(); |
| _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; |
| _OnChangedClipRect(); |
| } |
| |
| void ImDrawList::PushTextureID(ImTextureID texture_id) |
| { |
| _TextureIdStack.push_back(texture_id); |
| _CmdHeader.TextureId = texture_id; |
| _OnChangedTextureID(); |
| } |
| |
| void ImDrawList::PopTextureID() |
| { |
| _TextureIdStack.pop_back(); |
| _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; |
| _OnChangedTextureID(); |
| } |
| |
| // This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). |
| void ImDrawList::_SetTextureID(ImTextureID texture_id) |
| { |
| if (_CmdHeader.TextureId == texture_id) |
| return; |
| _CmdHeader.TextureId = texture_id; |
| _OnChangedTextureID(); |
| } |
| |
| // Reserve space for a number of vertices and indices. |
| // You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or |
| // submit the intermediate results. PrimUnreserve() can be used to release unused allocations. |
| void ImDrawList::PrimReserve(int idx_count, int vtx_count) |
| { |
| // Large mesh support (when enabled) |
| IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); |
| if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) |
| { |
| // FIXME: In theory we should be testing that vtx_count <64k here. |
| // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us |
| // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. |
| _CmdHeader.VtxOffset = VtxBuffer.Size; |
| _OnChangedVtxOffset(); |
| } |
| |
| ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| draw_cmd->ElemCount += idx_count; |
| |
| int vtx_buffer_old_size = VtxBuffer.Size; |
| VtxBuffer.resize(vtx_buffer_old_size + vtx_count); |
| _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; |
| |
| int idx_buffer_old_size = IdxBuffer.Size; |
| IdxBuffer.resize(idx_buffer_old_size + idx_count); |
| _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; |
| } |
| |
| // Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). |
| void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) |
| { |
| IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); |
| |
| ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; |
| draw_cmd->ElemCount -= idx_count; |
| VtxBuffer.shrink(VtxBuffer.Size - vtx_count); |
| IdxBuffer.shrink(IdxBuffer.Size - idx_count); |
| } |
| |
| // Fully unrolled with inline call to keep our debug builds decently fast. |
| void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) |
| { |
| ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); |
| ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; |
| _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); |
| _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); |
| _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; |
| _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; |
| _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; |
| _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; |
| _VtxWritePtr += 4; |
| _VtxCurrentIdx += 4; |
| _IdxWritePtr += 6; |
| } |
| |
| void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) |
| { |
| ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); |
| ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; |
| _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); |
| _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); |
| _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; |
| _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; |
| _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; |
| _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; |
| _VtxWritePtr += 4; |
| _VtxCurrentIdx += 4; |
| _IdxWritePtr += 6; |
| } |
| |
| void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) |
| { |
| ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; |
| _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); |
| _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); |
| _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; |
| _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; |
| _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; |
| _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; |
| _VtxWritePtr += 4; |
| _VtxCurrentIdx += 4; |
| _IdxWritePtr += 6; |
| } |
| |
| // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. |
| // - Those macros expects l-values and need to be used as their own statement. |
| // - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. |
| #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 |
| #define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) |
| #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 |
| |
| // TODO: Thickness anti-aliased lines cap are missing their AA fringe. |
| // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. |
| void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) |
| { |
| if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const bool closed = (flags & ImDrawFlags_Closed) != 0; |
| const ImVec2 opaque_uv = _Data->TexUvWhitePixel; |
| const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw |
| const bool thick_line = (thickness > _FringeScale); |
| |
| if (Flags & ImDrawListFlags_AntiAliasedLines) |
| { |
| // Anti-aliased stroke |
| const float AA_SIZE = _FringeScale; |
| const ImU32 col_trans = col & ~IM_COL32_A_MASK; |
| |
| // Thicknesses <1.0 should behave like thickness 1.0 |
| thickness = ImMax(thickness, 1.0f); |
| const int integer_thickness = (int)thickness; |
| const float fractional_thickness = thickness - integer_thickness; |
| |
| // Do we want to draw this line using a texture? |
| // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. |
| // - If AA_SIZE is not 1.0f we cannot use the texture path. |
| const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); |
| |
| // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off |
| IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); |
| |
| const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); |
| const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); |
| PrimReserve(idx_count, vtx_count); |
| |
| // Temporary buffer |
| // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point |
| _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); |
| ImVec2* temp_normals = _Data->TempBuffer.Data; |
| ImVec2* temp_points = temp_normals + points_count; |
| |
| // Calculate normals (tangents) for each line segment |
| for (int i1 = 0; i1 < count; i1++) |
| { |
| const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; |
| float dx = points[i2].x - points[i1].x; |
| float dy = points[i2].y - points[i1].y; |
| IM_NORMALIZE2F_OVER_ZERO(dx, dy); |
| temp_normals[i1].x = dy; |
| temp_normals[i1].y = -dx; |
| } |
| if (!closed) |
| temp_normals[points_count - 1] = temp_normals[points_count - 2]; |
| |
| // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point |
| if (use_texture || !thick_line) |
| { |
| // [PATH 1] Texture-based lines (thick or non-thick) |
| // [PATH 2] Non texture-based lines (non-thick) |
| |
| // The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA. |
| // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture |
| // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. |
| // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to |
| // allow scaling geometry while preserving one-screen-pixel AA fringe). |
| const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; |
| |
| // If line is not closed, the first and last points need to be generated differently as there are no normals to blend |
| if (!closed) |
| { |
| temp_points[0] = points[0] + temp_normals[0] * half_draw_size; |
| temp_points[1] = points[0] - temp_normals[0] * half_draw_size; |
| temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; |
| temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; |
| } |
| |
| // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges |
| // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) |
| // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. |
| unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment |
| for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment |
| { |
| const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment |
| const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment |
| |
| // Average normals |
| float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; |
| float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; |
| IM_FIXNORMAL2F(dm_x, dm_y); |
| dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area |
| dm_y *= half_draw_size; |
| |
| // Add temporary vertexes for the outer edges |
| ImVec2* out_vtx = &temp_points[i2 * 2]; |
| out_vtx[0].x = points[i2].x + dm_x; |
| out_vtx[0].y = points[i2].y + dm_y; |
| out_vtx[1].x = points[i2].x - dm_x; |
| out_vtx[1].y = points[i2].y - dm_y; |
| |
| if (use_texture) |
| { |
| // Add indices for two triangles |
| _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri |
| _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri |
| _IdxWritePtr += 6; |
| } |
| else |
| { |
| // Add indexes for four triangles |
| _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 |
| _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 |
| _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 |
| _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 |
| _IdxWritePtr += 12; |
| } |
| |
| idx1 = idx2; |
| } |
| |
| // Add vertexes for each point on the line |
| if (use_texture) |
| { |
| // If we're using textures we only need to emit the left/right edge vertices |
| ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; |
| /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! |
| { |
| const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; |
| tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() |
| tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; |
| tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; |
| tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; |
| }*/ |
| ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); |
| ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); |
| for (int i = 0; i < points_count; i++) |
| { |
| _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge |
| _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge |
| _VtxWritePtr += 2; |
| } |
| } |
| else |
| { |
| // If we're not using a texture, we need the center vertex as well |
| for (int i = 0; i < points_count; i++) |
| { |
| _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line |
| _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge |
| _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge |
| _VtxWritePtr += 3; |
| } |
| } |
| } |
| else |
| { |
| // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point |
| const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; |
| |
| // If line is not closed, the first and last points need to be generated differently as there are no normals to blend |
| if (!closed) |
| { |
| const int points_last = points_count - 1; |
| temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); |
| temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); |
| temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); |
| temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); |
| temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); |
| temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); |
| temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); |
| temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); |
| } |
| |
| // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges |
| // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) |
| // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. |
| unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment |
| for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment |
| { |
| const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment |
| const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment |
| |
| // Average normals |
| float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; |
| float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; |
| IM_FIXNORMAL2F(dm_x, dm_y); |
| float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); |
| float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); |
| float dm_in_x = dm_x * half_inner_thickness; |
| float dm_in_y = dm_y * half_inner_thickness; |
| |
| // Add temporary vertices |
| ImVec2* out_vtx = &temp_points[i2 * 4]; |
| out_vtx[0].x = points[i2].x + dm_out_x; |
| out_vtx[0].y = points[i2].y + dm_out_y; |
| out_vtx[1].x = points[i2].x + dm_in_x; |
| out_vtx[1].y = points[i2].y + dm_in_y; |
| out_vtx[2].x = points[i2].x - dm_in_x; |
| out_vtx[2].y = points[i2].y - dm_in_y; |
| out_vtx[3].x = points[i2].x - dm_out_x; |
| out_vtx[3].y = points[i2].y - dm_out_y; |
| |
| // Add indexes |
| _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); |
| _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); |
| _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); |
| _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); |
| _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); |
| _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); |
| _IdxWritePtr += 18; |
| |
| idx1 = idx2; |
| } |
| |
| // Add vertices |
| for (int i = 0; i < points_count; i++) |
| { |
| _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; |
| _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; |
| _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; |
| _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; |
| _VtxWritePtr += 4; |
| } |
| } |
| _VtxCurrentIdx += (ImDrawIdx)vtx_count; |
| } |
| else |
| { |
| // [PATH 4] Non texture-based, Non anti-aliased lines |
| const int idx_count = count * 6; |
| const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges |
| PrimReserve(idx_count, vtx_count); |
| |
| for (int i1 = 0; i1 < count; i1++) |
| { |
| const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; |
| const ImVec2& p1 = points[i1]; |
| const ImVec2& p2 = points[i2]; |
| |
| float dx = p2.x - p1.x; |
| float dy = p2.y - p1.y; |
| IM_NORMALIZE2F_OVER_ZERO(dx, dy); |
| dx *= (thickness * 0.5f); |
| dy *= (thickness * 0.5f); |
| |
| _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; |
| _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; |
| _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; |
| _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; |
| _VtxWritePtr += 4; |
| |
| _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); |
| _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); |
| _IdxWritePtr += 6; |
| _VtxCurrentIdx += 4; |
| } |
| } |
| } |
| |
| // - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. |
| // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. |
| void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) |
| { |
| if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const ImVec2 uv = _Data->TexUvWhitePixel; |
| |
| if (Flags & ImDrawListFlags_AntiAliasedFill) |
| { |
| // Anti-aliased Fill |
| const float AA_SIZE = _FringeScale; |
| const ImU32 col_trans = col & ~IM_COL32_A_MASK; |
| const int idx_count = (points_count - 2)*3 + points_count * 6; |
| const int vtx_count = (points_count * 2); |
| PrimReserve(idx_count, vtx_count); |
| |
| // Add indexes for fill |
| unsigned int vtx_inner_idx = _VtxCurrentIdx; |
| unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; |
| for (int i = 2; i < points_count; i++) |
| { |
| _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); |
| _IdxWritePtr += 3; |
| } |
| |
| // Compute normals |
| _Data->TempBuffer.reserve_discard(points_count); |
| ImVec2* temp_normals = _Data->TempBuffer.Data; |
| for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) |
| { |
| const ImVec2& p0 = points[i0]; |
| const ImVec2& p1 = points[i1]; |
| float dx = p1.x - p0.x; |
| float dy = p1.y - p0.y; |
| IM_NORMALIZE2F_OVER_ZERO(dx, dy); |
| temp_normals[i0].x = dy; |
| temp_normals[i0].y = -dx; |
| } |
| |
| for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) |
| { |
| // Average normals |
| const ImVec2& n0 = temp_normals[i0]; |
| const ImVec2& n1 = temp_normals[i1]; |
| float dm_x = (n0.x + n1.x) * 0.5f; |
| float dm_y = (n0.y + n1.y) * 0.5f; |
| IM_FIXNORMAL2F(dm_x, dm_y); |
| dm_x *= AA_SIZE * 0.5f; |
| dm_y *= AA_SIZE * 0.5f; |
| |
| // Add vertices |
| _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 |
| _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 |
| _VtxWritePtr += 2; |
| |
| // Add indexes for fringes |
| _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); |
| _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); |
| _IdxWritePtr += 6; |
| } |
| _VtxCurrentIdx += (ImDrawIdx)vtx_count; |
| } |
| else |
| { |
| // Non Anti-aliased Fill |
| const int idx_count = (points_count - 2)*3; |
| const int vtx_count = points_count; |
| PrimReserve(idx_count, vtx_count); |
| for (int i = 0; i < vtx_count; i++) |
| { |
| _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; |
| _VtxWritePtr++; |
| } |
| for (int i = 2; i < points_count; i++) |
| { |
| _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); |
| _IdxWritePtr += 3; |
| } |
| _VtxCurrentIdx += (ImDrawIdx)vtx_count; |
| } |
| } |
| |
| void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) |
| { |
| if (radius < 0.5f) |
| { |
| _Path.push_back(center); |
| return; |
| } |
| |
| // Calculate arc auto segment step size |
| if (a_step <= 0) |
| a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); |
| |
| // Make sure we never do steps larger than one quarter of the circle |
| a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); |
| |
| const int sample_range = ImAbs(a_max_sample - a_min_sample); |
| const int a_next_step = a_step; |
| |
| int samples = sample_range + 1; |
| bool extra_max_sample = false; |
| if (a_step > 1) |
| { |
| samples = sample_range / a_step + 1; |
| const int overstep = sample_range % a_step; |
| |
| if (overstep > 0) |
| { |
| extra_max_sample = true; |
| samples++; |
| |
| // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, |
| // distribute first step range evenly between them by reducing first step size. |
| if (sample_range > 0) |
| a_step -= (a_step - overstep) / 2; |
| } |
| } |
| |
| _Path.resize(_Path.Size + samples); |
| ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); |
| |
| int sample_index = a_min_sample; |
| if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) |
| { |
| sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| if (sample_index < 0) |
| sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| } |
| |
| if (a_max_sample >= a_min_sample) |
| { |
| for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) |
| { |
| // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more |
| if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) |
| sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| |
| const ImVec2 s = _Data->ArcFastVtx[sample_index]; |
| out_ptr->x = center.x + s.x * radius; |
| out_ptr->y = center.y + s.y * radius; |
| out_ptr++; |
| } |
| } |
| else |
| { |
| for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) |
| { |
| // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more |
| if (sample_index < 0) |
| sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| |
| const ImVec2 s = _Data->ArcFastVtx[sample_index]; |
| out_ptr->x = center.x + s.x * radius; |
| out_ptr->y = center.y + s.y * radius; |
| out_ptr++; |
| } |
| } |
| |
| if (extra_max_sample) |
| { |
| int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| if (normalized_max_sample < 0) |
| normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| |
| const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; |
| out_ptr->x = center.x + s.x * radius; |
| out_ptr->y = center.y + s.y * radius; |
| out_ptr++; |
| } |
| |
| IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); |
| } |
| |
| void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) |
| { |
| if (radius < 0.5f) |
| { |
| _Path.push_back(center); |
| return; |
| } |
| |
| // Note that we are adding a point at both a_min and a_max. |
| // If you are trying to draw a full closed circle you don't want the overlapping points! |
| _Path.reserve(_Path.Size + (num_segments + 1)); |
| for (int i = 0; i <= num_segments; i++) |
| { |
| const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); |
| _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); |
| } |
| } |
| |
| // 0: East, 3: South, 6: West, 9: North, 12: East |
| void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) |
| { |
| if (radius < 0.5f) |
| { |
| _Path.push_back(center); |
| return; |
| } |
| _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); |
| } |
| |
| void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) |
| { |
| if (radius < 0.5f) |
| { |
| _Path.push_back(center); |
| return; |
| } |
| |
| if (num_segments > 0) |
| { |
| _PathArcToN(center, radius, a_min, a_max, num_segments); |
| return; |
| } |
| |
| // Automatic segment count |
| if (radius <= _Data->ArcFastRadiusCutoff) |
| { |
| const bool a_is_reverse = a_max < a_min; |
| |
| // We are going to use precomputed values for mid samples. |
| // Determine first and last sample in lookup table that belong to the arc. |
| const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); |
| const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); |
| |
| const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); |
| const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); |
| const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); |
| |
| const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; |
| const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; |
| const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; |
| |
| _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); |
| if (a_emit_start) |
| _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); |
| if (a_mid_samples > 0) |
| _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); |
| if (a_emit_end) |
| _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); |
| } |
| else |
| { |
| const float arc_length = ImAbs(a_max - a_min); |
| const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); |
| const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); |
| _PathArcToN(center, radius, a_min, a_max, arc_segment_count); |
| } |
| } |
| |
| void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) |
| { |
| if (num_segments <= 0) |
| num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. |
| |
| _Path.reserve(_Path.Size + (num_segments + 1)); |
| |
| const float cos_rot = ImCos(rot); |
| const float sin_rot = ImSin(rot); |
| for (int i = 0; i <= num_segments; i++) |
| { |
| const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); |
| ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); |
| const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); |
| point.x = rel.x + center.x; |
| point.y = rel.y + center.y; |
| _Path.push_back(point); |
| } |
| } |
| |
| ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) |
| { |
| float u = 1.0f - t; |
| float w1 = u * u * u; |
| float w2 = 3 * u * u * t; |
| float w3 = 3 * u * t * t; |
| float w4 = t * t * t; |
| return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); |
| } |
| |
| ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) |
| { |
| float u = 1.0f - t; |
| float w1 = u * u; |
| float w2 = 2 * u * t; |
| float w3 = t * t; |
| return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); |
| } |
| |
| // Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp |
| static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) |
| { |
| float dx = x4 - x1; |
| float dy = y4 - y1; |
| float d2 = (x2 - x4) * dy - (y2 - y4) * dx; |
| float d3 = (x3 - x4) * dy - (y3 - y4) * dx; |
| d2 = (d2 >= 0) ? d2 : -d2; |
| d3 = (d3 >= 0) ? d3 : -d3; |
| if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) |
| { |
| path->push_back(ImVec2(x4, y4)); |
| } |
| else if (level < 10) |
| { |
| float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; |
| float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; |
| float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; |
| float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; |
| float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; |
| float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; |
| PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); |
| PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); |
| } |
| } |
| |
| static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) |
| { |
| float dx = x3 - x1, dy = y3 - y1; |
| float det = (x2 - x3) * dy - (y2 - y3) * dx; |
| if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) |
| { |
| path->push_back(ImVec2(x3, y3)); |
| } |
| else if (level < 10) |
| { |
| float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; |
| float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; |
| float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; |
| PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); |
| PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); |
| } |
| } |
| |
| void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) |
| { |
| ImVec2 p1 = _Path.back(); |
| if (num_segments == 0) |
| { |
| IM_ASSERT(_Data->CurveTessellationTol > 0.0f); |
| PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated |
| } |
| else |
| { |
| float t_step = 1.0f / (float)num_segments; |
| for (int i_step = 1; i_step <= num_segments; i_step++) |
| _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); |
| } |
| } |
| |
| void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) |
| { |
| ImVec2 p1 = _Path.back(); |
| if (num_segments == 0) |
| { |
| IM_ASSERT(_Data->CurveTessellationTol > 0.0f); |
| PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated |
| } |
| else |
| { |
| float t_step = 1.0f / (float)num_segments; |
| for (int i_step = 1; i_step <= num_segments; i_step++) |
| _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); |
| } |
| } |
| |
| static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) |
| { |
| /* |
| IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); |
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) |
| // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) |
| if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } |
| // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. |
| if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } |
| // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' |
| #endif |
| */ |
| // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. |
| // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. |
| // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. |
| IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); |
| |
| if ((flags & ImDrawFlags_RoundCornersMask_) == 0) |
| flags |= ImDrawFlags_RoundCornersAll; |
| |
| return flags; |
| } |
| |
| void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) |
| { |
| if (rounding >= 0.5f) |
| { |
| flags = FixRectCornerFlags(flags); |
| rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); |
| rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); |
| } |
| if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) |
| { |
| PathLineTo(a); |
| PathLineTo(ImVec2(b.x, a.y)); |
| PathLineTo(b); |
| PathLineTo(ImVec2(a.x, b.y)); |
| } |
| else |
| { |
| const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; |
| const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; |
| const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; |
| const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; |
| PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); |
| PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); |
| PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); |
| PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); |
| } |
| } |
| |
| void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| PathLineTo(p1 + ImVec2(0.5f, 0.5f)); |
| PathLineTo(p2 + ImVec2(0.5f, 0.5f)); |
| PathStroke(col, 0, thickness); |
| } |
| |
| // p_min = upper-left, p_max = lower-right |
| // Note we don't render 1 pixels sized rectangles properly. |
| void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| if (Flags & ImDrawListFlags_AntiAliasedLines) |
| PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); |
| else |
| PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. |
| PathStroke(col, ImDrawFlags_Closed, thickness); |
| } |
| |
| void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) |
| { |
| PrimReserve(6, 4); |
| PrimRect(p_min, p_max, col); |
| } |
| else |
| { |
| PathRect(p_min, p_max, rounding, flags); |
| PathFillConvex(col); |
| } |
| } |
| |
| // p_min = upper-left, p_max = lower-right |
| void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) |
| { |
| if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const ImVec2 uv = _Data->TexUvWhitePixel; |
| PrimReserve(6, 4); |
| PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); |
| PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); |
| PrimWriteVtx(p_min, uv, col_upr_left); |
| PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); |
| PrimWriteVtx(p_max, uv, col_bot_right); |
| PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); |
| } |
| |
| void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathLineTo(p2); |
| PathLineTo(p3); |
| PathLineTo(p4); |
| PathStroke(col, ImDrawFlags_Closed, thickness); |
| } |
| |
| void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathLineTo(p2); |
| PathLineTo(p3); |
| PathLineTo(p4); |
| PathFillConvex(col); |
| } |
| |
| void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathLineTo(p2); |
| PathLineTo(p3); |
| PathStroke(col, ImDrawFlags_Closed, thickness); |
| } |
| |
| void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathLineTo(p2); |
| PathLineTo(p3); |
| PathFillConvex(col); |
| } |
| |
| void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) |
| return; |
| |
| if (num_segments <= 0) |
| { |
| // Use arc with automatic segment count |
| _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); |
| _Path.Size--; |
| } |
| else |
| { |
| // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) |
| num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); |
| } |
| |
| PathStroke(col, ImDrawFlags_Closed, thickness); |
| } |
| |
| void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) |
| { |
| if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) |
| return; |
| |
| if (num_segments <= 0) |
| { |
| // Use arc with automatic segment count |
| _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); |
| _Path.Size--; |
| } |
| else |
| { |
| // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) |
| num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); |
| } |
| |
| PathFillConvex(col); |
| } |
| |
| // Guaranteed to honor 'num_segments' |
| void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) |
| return; |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); |
| PathStroke(col, ImDrawFlags_Closed, thickness); |
| } |
| |
| // Guaranteed to honor 'num_segments' |
| void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) |
| { |
| if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) |
| return; |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); |
| PathFillConvex(col); |
| } |
| |
| // Ellipse |
| void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| if (num_segments <= 0) |
| num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); |
| PathStroke(col, true, thickness); |
| } |
| |
| void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| if (num_segments <= 0) |
| num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. |
| |
| // Because we are filling a closed shape we remove 1 from the count of segments/points |
| const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; |
| PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); |
| PathFillConvex(col); |
| } |
| |
| // Cubic Bezier takes 4 controls points |
| void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathBezierCubicCurveTo(p2, p3, p4, num_segments); |
| PathStroke(col, 0, thickness); |
| } |
| |
| // Quadratic Bezier takes 3 controls points |
| void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| PathLineTo(p1); |
| PathBezierQuadraticCurveTo(p2, p3, num_segments); |
| PathStroke(col, 0, thickness); |
| } |
| |
| void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| // Accept null ranges |
| if (text_begin == text_end || text_begin[0] == 0) |
| return; |
| if (text_end == NULL) |
| text_end = text_begin + strlen(text_begin); |
| |
| // Pull default font/size from the shared ImDrawListSharedData instance |
| if (font == NULL) |
| font = _Data->Font; |
| if (font_size == 0.0f) |
| font_size = _Data->FontSize; |
| |
| IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. |
| |
| ImVec4 clip_rect = _CmdHeader.ClipRect; |
| if (cpu_fine_clip_rect) |
| { |
| clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); |
| clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); |
| clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); |
| clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); |
| } |
| font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); |
| } |
| |
| void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) |
| { |
| AddText(NULL, 0.0f, pos, col, text_begin, text_end); |
| } |
| |
| void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; |
| if (push_texture_id) |
| PushTextureID(user_texture_id); |
| |
| PrimReserve(6, 4); |
| PrimRectUV(p_min, p_max, uv_min, uv_max, col); |
| |
| if (push_texture_id) |
| PopTextureID(); |
| } |
| |
| void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; |
| if (push_texture_id) |
| PushTextureID(user_texture_id); |
| |
| PrimReserve(6, 4); |
| PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); |
| |
| if (push_texture_id) |
| PopTextureID(); |
| } |
| |
| void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) |
| { |
| if ((col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| flags = FixRectCornerFlags(flags); |
| if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) |
| { |
| AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); |
| return; |
| } |
| |
| const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; |
| if (push_texture_id) |
| PushTextureID(user_texture_id); |
| |
| int vert_start_idx = VtxBuffer.Size; |
| PathRect(p_min, p_max, rounding, flags); |
| PathFillConvex(col); |
| int vert_end_idx = VtxBuffer.Size; |
| ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); |
| |
| if (push_texture_id) |
| PopTextureID(); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImTriangulator, ImDrawList concave polygon fill |
| //----------------------------------------------------------------------------- |
| // Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. |
| // Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf |
| // Provided as a convenience for user but not used by main library. |
| //----------------------------------------------------------------------------- |
| // - ImTriangulator [Internal] |
| // - AddConcavePolyFilled() |
| //----------------------------------------------------------------------------- |
| |
| enum ImTriangulatorNodeType |
| { |
| ImTriangulatorNodeType_Convex, |
| ImTriangulatorNodeType_Ear, |
| ImTriangulatorNodeType_Reflex |
| }; |
| |
| struct ImTriangulatorNode |
| { |
| ImTriangulatorNodeType Type; |
| int Index; |
| ImVec2 Pos; |
| ImTriangulatorNode* Next; |
| ImTriangulatorNode* Prev; |
| |
| void Unlink() { Next->Prev = Prev; Prev->Next = Next; } |
| }; |
| |
| struct ImTriangulatorNodeSpan |
| { |
| ImTriangulatorNode** Data = NULL; |
| int Size = 0; |
| |
| void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } |
| void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } |
| }; |
| |
| struct ImTriangulator |
| { |
| static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } |
| static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } |
| |
| void Init(const ImVec2* points, int points_count, void* scratch_buffer); |
| void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle |
| |
| // Internal functions |
| void BuildNodes(const ImVec2* points, int points_count); |
| void BuildReflexes(); |
| void BuildEars(); |
| void FlipNodeList(); |
| bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; |
| void ReclassifyNode(ImTriangulatorNode* node); |
| |
| // Internal members |
| int _TrianglesLeft = 0; |
| ImTriangulatorNode* _Nodes = NULL; |
| ImTriangulatorNodeSpan _Ears; |
| ImTriangulatorNodeSpan _Reflexes; |
| }; |
| |
| // Distribute storage for nodes, ears and reflexes. |
| // FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer |
| // (this would require first building reflexes to bail to convex if empty, without even building nodes) |
| void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) |
| { |
| IM_ASSERT(scratch_buffer != NULL && points_count >= 3); |
| _TrianglesLeft = EstimateTriangleCount(points_count); |
| _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node |
| _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* |
| _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* |
| BuildNodes(points, points_count); |
| BuildReflexes(); |
| BuildEars(); |
| } |
| |
| void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) |
| { |
| for (int i = 0; i < points_count; i++) |
| { |
| _Nodes[i].Type = ImTriangulatorNodeType_Convex; |
| _Nodes[i].Index = i; |
| _Nodes[i].Pos = points[i]; |
| _Nodes[i].Next = _Nodes + i + 1; |
| _Nodes[i].Prev = _Nodes + i - 1; |
| } |
| _Nodes[0].Prev = _Nodes + points_count - 1; |
| _Nodes[points_count - 1].Next = _Nodes; |
| } |
| |
| void ImTriangulator::BuildReflexes() |
| { |
| ImTriangulatorNode* n1 = _Nodes; |
| for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) |
| { |
| if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) |
| continue; |
| n1->Type = ImTriangulatorNodeType_Reflex; |
| _Reflexes.push_back(n1); |
| } |
| } |
| |
| void ImTriangulator::BuildEars() |
| { |
| ImTriangulatorNode* n1 = _Nodes; |
| for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) |
| { |
| if (n1->Type != ImTriangulatorNodeType_Convex) |
| continue; |
| if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) |
| continue; |
| n1->Type = ImTriangulatorNodeType_Ear; |
| _Ears.push_back(n1); |
| } |
| } |
| |
| void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) |
| { |
| if (_Ears.Size == 0) |
| { |
| FlipNodeList(); |
| |
| ImTriangulatorNode* node = _Nodes; |
| for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) |
| node->Type = ImTriangulatorNodeType_Convex; |
| _Reflexes.Size = 0; |
| BuildReflexes(); |
| BuildEars(); |
| |
| // If we still don't have ears, it means geometry is degenerated. |
| if (_Ears.Size == 0) |
| { |
| // Return first triangle available, mimicking the behavior of convex fill. |
| IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated |
| _Ears.Data[0] = _Nodes; |
| _Ears.Size = 1; |
| } |
| } |
| |
| ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; |
| out_triangle[0] = ear->Prev->Index; |
| out_triangle[1] = ear->Index; |
| out_triangle[2] = ear->Next->Index; |
| |
| ear->Unlink(); |
| if (ear == _Nodes) |
| _Nodes = ear->Next; |
| |
| ReclassifyNode(ear->Prev); |
| ReclassifyNode(ear->Next); |
| _TrianglesLeft--; |
| } |
| |
| void ImTriangulator::FlipNodeList() |
| { |
| ImTriangulatorNode* prev = _Nodes; |
| ImTriangulatorNode* temp = _Nodes; |
| ImTriangulatorNode* current = _Nodes->Next; |
| prev->Next = prev; |
| prev->Prev = prev; |
| while (current != _Nodes) |
| { |
| temp = current->Next; |
| |
| current->Next = prev; |
| prev->Prev = current; |
| _Nodes->Next = current; |
| current->Prev = _Nodes; |
| |
| prev = current; |
| current = temp; |
| } |
| _Nodes = prev; |
| } |
| |
| // A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) |
| bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const |
| { |
| ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; |
| for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) |
| { |
| ImTriangulatorNode* reflex = *p; |
| if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) |
| if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) |
| return false; |
| } |
| return true; |
| } |
| |
| void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) |
| { |
| // Classify node |
| ImTriangulatorNodeType type; |
| const ImTriangulatorNode* n0 = n1->Prev; |
| const ImTriangulatorNode* n2 = n1->Next; |
| if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) |
| type = ImTriangulatorNodeType_Reflex; |
| else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) |
| type = ImTriangulatorNodeType_Ear; |
| else |
| type = ImTriangulatorNodeType_Convex; |
| |
| // Update lists when a type changes |
| if (type == n1->Type) |
| return; |
| if (n1->Type == ImTriangulatorNodeType_Reflex) |
| _Reflexes.find_erase_unsorted(n1->Index); |
| else if (n1->Type == ImTriangulatorNodeType_Ear) |
| _Ears.find_erase_unsorted(n1->Index); |
| if (type == ImTriangulatorNodeType_Reflex) |
| _Reflexes.push_back(n1); |
| else if (type == ImTriangulatorNodeType_Ear) |
| _Ears.push_back(n1); |
| n1->Type = type; |
| } |
| |
| // Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). |
| // (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! |
| // It is up to caller to ensure not making costly calls that will be outside of visible area. |
| // As concave fill is noticeably more expensive than other primitives, be mindful of this... |
| // Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') |
| void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) |
| { |
| if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| const ImVec2 uv = _Data->TexUvWhitePixel; |
| ImTriangulator triangulator; |
| unsigned int triangle[3]; |
| if (Flags & ImDrawListFlags_AntiAliasedFill) |
| { |
| // Anti-aliased Fill |
| const float AA_SIZE = _FringeScale; |
| const ImU32 col_trans = col & ~IM_COL32_A_MASK; |
| const int idx_count = (points_count - 2) * 3 + points_count * 6; |
| const int vtx_count = (points_count * 2); |
| PrimReserve(idx_count, vtx_count); |
| |
| // Add indexes for fill |
| unsigned int vtx_inner_idx = _VtxCurrentIdx; |
| unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; |
| |
| _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); |
| triangulator.Init(points, points_count, _Data->TempBuffer.Data); |
| while (triangulator._TrianglesLeft > 0) |
| { |
| triangulator.GetNextTriangle(triangle); |
| _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); |
| _IdxWritePtr += 3; |
| } |
| |
| // Compute normals |
| _Data->TempBuffer.reserve_discard(points_count); |
| ImVec2* temp_normals = _Data->TempBuffer.Data; |
| for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) |
| { |
| const ImVec2& p0 = points[i0]; |
| const ImVec2& p1 = points[i1]; |
| float dx = p1.x - p0.x; |
| float dy = p1.y - p0.y; |
| IM_NORMALIZE2F_OVER_ZERO(dx, dy); |
| temp_normals[i0].x = dy; |
| temp_normals[i0].y = -dx; |
| } |
| |
| for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) |
| { |
| // Average normals |
| const ImVec2& n0 = temp_normals[i0]; |
| const ImVec2& n1 = temp_normals[i1]; |
| float dm_x = (n0.x + n1.x) * 0.5f; |
| float dm_y = (n0.y + n1.y) * 0.5f; |
| IM_FIXNORMAL2F(dm_x, dm_y); |
| dm_x *= AA_SIZE * 0.5f; |
| dm_y *= AA_SIZE * 0.5f; |
| |
| // Add vertices |
| _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 |
| _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 |
| _VtxWritePtr += 2; |
| |
| // Add indexes for fringes |
| _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); |
| _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); |
| _IdxWritePtr += 6; |
| } |
| _VtxCurrentIdx += (ImDrawIdx)vtx_count; |
| } |
| else |
| { |
| // Non Anti-aliased Fill |
| const int idx_count = (points_count - 2) * 3; |
| const int vtx_count = points_count; |
| PrimReserve(idx_count, vtx_count); |
| for (int i = 0; i < vtx_count; i++) |
| { |
| _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; |
| _VtxWritePtr++; |
| } |
| _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); |
| triangulator.Init(points, points_count, _Data->TempBuffer.Data); |
| while (triangulator._TrianglesLeft > 0) |
| { |
| triangulator.GetNextTriangle(triangle); |
| _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); |
| _IdxWritePtr += 3; |
| } |
| _VtxCurrentIdx += (ImDrawIdx)vtx_count; |
| } |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImDrawList Shadow Primitives |
| //----------------------------------------------------------------------------- |
| // - AddSubtractedRect() [Internal] |
| // - ClipPolygonShape() [Internal] |
| // - AddSubtractedRect() [Internal] |
| // - AddRectShadow() |
| //----------------------------------------------------------------------------- |
| |
| // Adds a rectangle (A) with another rectangle (B) subtracted from it (i.e. the portion of A covered by B is not drawn). Does not handle rounded corners (use the version that takes a convex polygon for that). |
| static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2 b_min, ImVec2 b_max, ImU32 col) |
| { |
| // Early out without drawing anything if A is zero-size |
| if (a_min.x >= a_max.x || a_min.y >= a_max.y) |
| return; |
| |
| // Early out without drawing anything if B covers A entirely |
| if (a_min.x >= b_min.x && a_max.x <= b_max.x && a_min.y >= b_min.y && a_max.y <= b_max.y) |
| return; |
| |
| // First clip the extents of B to A |
| b_min = ImMax(b_min, a_min); |
| b_max = ImMin(b_max, a_max); |
| if (b_min.x >= b_max.x || b_min.y >= b_max.y) |
| { |
| // B is entirely outside A, so just draw A as-is |
| draw_list->PrimReserve(6, 4); |
| draw_list->PrimRectUV(a_min, a_max, a_min_uv, a_max_uv, col); |
| return; |
| } |
| |
| // Otherwise we need to emit (up to) four quads to cover the visible area... |
| // Our layout looks like this (numbers are vertex indices, letters are quads): |
| // |
| // 0---8------9-----1 |
| // | | B | | |
| // + 4------5 + |
| // | A |xxxxxx| C | |
| // | |xxxxxx| | |
| // + 7------6 + |
| // | | D | | |
| // 3---11-----10----2 |
| |
| const int max_verts = 12; |
| const int max_indices = 6 * 4; // At most four quads |
| draw_list->PrimReserve(max_indices, max_verts); |
| |
| ImDrawIdx* idx_write = draw_list->_IdxWritePtr; |
| ImDrawVert* vtx_write = draw_list->_VtxWritePtr; |
| ImDrawIdx idx = (ImDrawIdx)draw_list->_VtxCurrentIdx; |
| |
| // Write vertices |
| vtx_write[0].pos = ImVec2(a_min.x, a_min.y); vtx_write[0].uv = ImVec2(a_min_uv.x, a_min_uv.y); vtx_write[0].col = col; |
| vtx_write[1].pos = ImVec2(a_max.x, a_min.y); vtx_write[1].uv = ImVec2(a_max_uv.x, a_min_uv.y); vtx_write[1].col = col; |
| vtx_write[2].pos = ImVec2(a_max.x, a_max.y); vtx_write[2].uv = ImVec2(a_max_uv.x, a_max_uv.y); vtx_write[2].col = col; |
| vtx_write[3].pos = ImVec2(a_min.x, a_max.y); vtx_write[3].uv = ImVec2(a_min_uv.x, a_max_uv.y); vtx_write[3].col = col; |
| |
| const ImVec2 pos_to_uv_scale = (a_max_uv - a_min_uv) / (a_max - a_min); // Guaranteed never to be a /0 because we check for zero-size A above |
| const ImVec2 pos_to_uv_offset = (a_min_uv / pos_to_uv_scale) - a_min; |
| |
| // Helper that generates an interpolated UV based on position |
| #define LERP_UV(x_pos, y_pos) (ImVec2(((x_pos) + pos_to_uv_offset.x) * pos_to_uv_scale.x, ((y_pos) + pos_to_uv_offset.y) * pos_to_uv_scale.y)) |
| vtx_write[4].pos = ImVec2(b_min.x, b_min.y); vtx_write[4].uv = LERP_UV(b_min.x, b_min.y); vtx_write[4].col = col; |
| vtx_write[5].pos = ImVec2(b_max.x, b_min.y); vtx_write[5].uv = LERP_UV(b_max.x, b_min.y); vtx_write[5].col = col; |
| vtx_write[6].pos = ImVec2(b_max.x, b_max.y); vtx_write[6].uv = LERP_UV(b_max.x, b_max.y); vtx_write[6].col = col; |
| vtx_write[7].pos = ImVec2(b_min.x, b_max.y); vtx_write[7].uv = LERP_UV(b_min.x, b_max.y); vtx_write[7].col = col; |
| vtx_write[8].pos = ImVec2(b_min.x, a_min.y); vtx_write[8].uv = LERP_UV(b_min.x, a_min.y); vtx_write[8].col = col; |
| vtx_write[9].pos = ImVec2(b_max.x, a_min.y); vtx_write[9].uv = LERP_UV(b_max.x, a_min.y); vtx_write[9].col = col; |
| vtx_write[10].pos = ImVec2(b_max.x, a_max.y); vtx_write[10].uv = LERP_UV(b_max.x, a_max.y); vtx_write[10].col = col; |
| vtx_write[11].pos = ImVec2(b_min.x, a_max.y); vtx_write[11].uv = LERP_UV(b_min.x, a_max.y); vtx_write[11].col = col; |
| #undef LERP_UV |
| draw_list->_VtxWritePtr += 12; |
| draw_list->_VtxCurrentIdx += 12; |
| |
| // Write indices for each quad (if it is visible) |
| if (b_min.x > a_min.x) // A |
| { |
| idx_write[0] = (ImDrawIdx)(idx + 0); idx_write[1] = (ImDrawIdx)(idx + 8); idx_write[2] = (ImDrawIdx)(idx + 11); |
| idx_write[3] = (ImDrawIdx)(idx + 0); idx_write[4] = (ImDrawIdx)(idx + 11); idx_write[5] = (ImDrawIdx)(idx + 3); |
| idx_write += 6; |
| } |
| if (b_min.y > a_min.y) // B |
| { |
| idx_write[0] = (ImDrawIdx)(idx + 8); idx_write[1] = (ImDrawIdx)(idx + 9); idx_write[2] = (ImDrawIdx)(idx + 5); |
| idx_write[3] = (ImDrawIdx)(idx + 8); idx_write[4] = (ImDrawIdx)(idx + 5); idx_write[5] = (ImDrawIdx)(idx + 4); |
| idx_write += 6; |
| } |
| if (a_max.x > b_max.x) // C |
| { |
| idx_write[0] = (ImDrawIdx)(idx + 9); idx_write[1] = (ImDrawIdx)(idx + 1); idx_write[2] = (ImDrawIdx)(idx + 2); |
| idx_write[3] = (ImDrawIdx)(idx + 9); idx_write[4] = (ImDrawIdx)(idx + 2); idx_write[5] = (ImDrawIdx)(idx + 10); |
| idx_write += 6; |
| } |
| if (a_max.y > b_max.y) // D |
| { |
| idx_write[0] = (ImDrawIdx)(idx + 7); idx_write[1] = (ImDrawIdx)(idx + 6); idx_write[2] = (ImDrawIdx)(idx + 10); |
| idx_write[3] = (ImDrawIdx)(idx + 7); idx_write[4] = (ImDrawIdx)(idx + 10); idx_write[5] = (ImDrawIdx)(idx + 11); |
| idx_write += 6; |
| } |
| |
| const int used_indices = (int)(idx_write - draw_list->_IdxWritePtr); |
| draw_list->_IdxWritePtr = idx_write; |
| draw_list->PrimUnreserve(max_indices - used_indices, 0); |
| } |
| |
| // Clip a polygonal shape to a rectangle, writing the results into dest_points. The number of points emitted is returned (may be zero if the polygon was entirely outside the rectangle, or the source polygon was not valid). dest_points may still be written to even if zero was returned. |
| // allocated_dest_points should contain the number of allocated points in dest_points - in general this should be the number of source points + 4 to accommodate the worst case. If this is exceeded data will be truncated and -1 returned. Stack space work area is allocated based on this value so it shouldn't be too large. |
| static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest_points, int allocated_dest_points, ImVec2 clip_rect_min, ImVec2 clip_rect_max) |
| { |
| // Early-out with an empty result if clipping region is zero-sized |
| if (clip_rect_max.x <= clip_rect_min.x || clip_rect_max.y <= clip_rect_min.y) |
| return 0; |
| |
| // Early-out if there is no source geometry |
| if (num_src_points < 3) |
| return 0; |
| |
| // The four clip planes here are indexed as: |
| // 0 = X-, 1 = X+, 2 = Y-, 3 = Y+ |
| ImU8* outflags[2]; // Double-buffered flags for each vertex indicating which of the four clip planes it is outside of |
| outflags[0] = (ImU8*)alloca(2 * allocated_dest_points * sizeof(ImU8)); |
| outflags[1] = outflags[0] + allocated_dest_points; |
| |
| // Calculate initial outflags |
| ImU8 outflags_anded = 0xFF; |
| ImU8 outflags_ored = 0; |
| for (int point_idx = 0; point_idx < num_src_points; point_idx++) |
| { |
| const ImVec2 pos = src_points[point_idx]; |
| const ImU8 point_outflags = (pos.x < clip_rect_min.x ? 1 : 0) | (pos.x > clip_rect_max.x ? 2 : 0) | (pos.y < clip_rect_min.y ? 4 : 0) | (pos.y > clip_rect_max.y ? 8 : 0); |
| outflags[0][point_idx] = point_outflags; // Writing to buffer 0 |
| outflags_anded &= point_outflags; |
| outflags_ored |= point_outflags; |
| } |
| if (outflags_anded != 0) // Entirely clipped by any one plane, so nothing remains |
| return 0; |
| |
| if (outflags_ored == 0) // Entirely within bounds, so trivial accept |
| { |
| if (allocated_dest_points < num_src_points) |
| return -1; // Not sure what the caller was thinking if this happens, but we should handle it gracefully |
| |
| memcpy(dest_points, src_points, num_src_points * sizeof(ImVec2)); |
| return num_src_points; |
| } |
| |
| // Shape needs clipping |
| ImVec2* clip_buf[2]; // Double-buffered work area |
| clip_buf[0] = (ImVec2*)alloca(2 * allocated_dest_points * sizeof(ImVec2)); //-V630 |
| clip_buf[1] = clip_buf[0] + allocated_dest_points; |
| |
| memcpy(clip_buf[0], src_points, num_src_points * sizeof(ImVec2)); |
| int clip_buf_size = num_src_points; // Number of vertices currently in the clip buffer |
| |
| int read_buffer_idx = 0; // The index of the clip buffer/out-flags we are reading (0 or 1) |
| |
| for (int clip_plane = 0; clip_plane < 4; clip_plane++) // 0 = X-, 1 = X+, 2 = Y-, 3 = Y+ |
| { |
| const int clip_plane_bit = 1 << clip_plane; // Bit mask for our current plane in out-flags |
| if ((outflags_ored & clip_plane_bit) == 0) |
| continue; // All vertices are inside this plane, so no need to clip |
| |
| ImVec2* read_vert = &clip_buf[read_buffer_idx][0]; // Clip buffer vertex we are currently reading |
| ImVec2* write_vert = &clip_buf[1 - read_buffer_idx][0]; // Clip buffer vertex we are currently writing |
| ImVec2* write_vert_end = write_vert + allocated_dest_points; // End of the write buffer |
| ImU8* read_outflags = &outflags[read_buffer_idx][0]; // Out-flag we are currently reading |
| ImU8* write_outflags = &outflags[1 - read_buffer_idx][0]; // Out-flag we are currently writing |
| |
| // Keep track of the last vertex visited, initially the last in the list |
| ImVec2* last_vert = &read_vert[clip_buf_size - 1]; |
| ImU8 last_outflags = read_outflags[clip_buf_size - 1]; |
| |
| for (int vert = 0; vert < clip_buf_size; vert++) |
| { |
| ImU8 current_outflags = *(read_outflags++); |
| bool out = (current_outflags & clip_plane_bit) != 0; |
| if (((current_outflags ^ last_outflags) & clip_plane_bit) == 0) // We haven't crossed the clip plane |
| { |
| if (!out) |
| { |
| // Emit vertex as-is |
| if (write_vert >= write_vert_end) |
| return -1; // Ran out of buffer space, so abort |
| *(write_vert++) = *read_vert; |
| *(write_outflags++) = current_outflags; |
| } |
| } |
| else |
| { |
| // Emit a vertex at the intersection point |
| float t = 0.0f; |
| ImVec2 pos0 = *last_vert; |
| ImVec2 pos1 = *read_vert; |
| ImVec2 intersect_pos; |
| switch (clip_plane) |
| { |
| case 0: t = (clip_rect_min.x - pos0.x) / (pos1.x - pos0.x); intersect_pos = ImVec2(clip_rect_min.x, pos0.y + ((pos1.y - pos0.y) * t)); break; // X- |
| case 1: t = (clip_rect_max.x - pos0.x) / (pos1.x - pos0.x); intersect_pos = ImVec2(clip_rect_max.x, pos0.y + ((pos1.y - pos0.y) * t)); break; // X+ |
| case 2: t = (clip_rect_min.y - pos0.y) / (pos1.y - pos0.y); intersect_pos = ImVec2(pos0.x + ((pos1.x - pos0.x) * t), clip_rect_min.y); break; // Y- |
| case 3: t = (clip_rect_max.y - pos0.y) / (pos1.y - pos0.y); intersect_pos = ImVec2(pos0.x + ((pos1.x - pos0.x) * t), clip_rect_max.y); break; // Y+ |
| } |
| |
| if (write_vert >= write_vert_end) |
| return -1; // Ran out of buffer space, so abort |
| |
| // Write new out-flags for the vertex we just emitted |
| *(write_vert++) = intersect_pos; |
| *(write_outflags++) = (intersect_pos.x < clip_rect_min.x ? 1 : 0) | (intersect_pos.x > clip_rect_max.x ? 2 : 0) | (intersect_pos.y < clip_rect_min.y ? 4 : 0) | (intersect_pos.y > clip_rect_max.y ? 8 : 0); |
| |
| if (!out) |
| { |
| // When coming back in, also emit the actual vertex |
| if (write_vert >= write_vert_end) |
| return -1; // Ran out of buffer space, so abort |
| *(write_vert++) = *read_vert; |
| *(write_outflags++) = current_outflags; |
| } |
| |
| last_outflags = current_outflags; |
| } |
| |
| last_vert = read_vert; |
| read_vert++; // Advance to next vertex |
| } |
| |
| clip_buf_size = (int)(write_vert - &clip_buf[1 - read_buffer_idx][0]); // Update buffer size |
| read_buffer_idx = 1 - read_buffer_idx; // Swap buffers |
| } |
| |
| if (clip_buf_size < 3) |
| return 0; // Nothing to return |
| |
| // Copy results to output buffer, removing any redundant vertices |
| int num_out_verts = 0; |
| ImVec2 last_vert = clip_buf[read_buffer_idx][clip_buf_size - 1]; |
| for (int i = 0; i < clip_buf_size; i++) |
| { |
| ImVec2 vert = clip_buf[read_buffer_idx][i]; |
| if (ImLengthSqr(vert - last_vert) <= 0.00001f) |
| continue; |
| dest_points[num_out_verts++] = vert; |
| last_vert = vert; |
| } |
| |
| // Return size (IF this is still a valid shape) |
| return (num_out_verts > 2) ? num_out_verts : 0; |
| } |
| |
| // Adds a rectangle (A) with a convex shape (B) subtracted from it (i.e. the portion of A covered by B is not drawn). |
| static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2* b_points, int num_b_points, ImU32 col) |
| { |
| // Early out without drawing anything if A is zero-size |
| if (a_min.x >= a_max.x || a_min.y >= a_max.y) |
| return; |
| |
| // First clip B to A |
| const int max_clipped_points = num_b_points + 4; |
| ImVec2* clipped_b_points = (ImVec2*)alloca(max_clipped_points * sizeof(ImVec2)); //-V630 |
| const int num_clipped_points = ClipPolygonShape(b_points, num_b_points, clipped_b_points, max_clipped_points, a_min, a_max); |
| IM_ASSERT(num_clipped_points >= 0); // -1 would indicate max_clipped_points was too small, which shouldn't happen |
| |
| b_points = clipped_b_points; |
| num_b_points = num_clipped_points; |
| |
| if (num_clipped_points == 0) |
| { |
| // B is entirely outside A, so just draw A as-is |
| draw_list->PrimReserve(6, 4); |
| draw_list->PrimRectUV(a_min, a_max, a_min_uv, a_max_uv, col); |
| } |
| else |
| { |
| // We need to generate clipped geometry |
| // To do this we walk the inner polygon and connect each edge to one of the four corners of our rectangle based on the quadrant their normal points at |
| const int max_verts = num_b_points + 4; // Inner points plus the four corners |
| const int max_indices = (num_b_points * 3) + (4 * 3); // Worst case is one triangle per inner edge and then four filler triangles |
| draw_list->PrimReserve(max_indices, max_verts); |
| |
| ImDrawIdx* idx_write = draw_list->_IdxWritePtr; |
| ImDrawVert* vtx_write = draw_list->_VtxWritePtr; |
| ImDrawIdx inner_idx = (ImDrawIdx)draw_list->_VtxCurrentIdx; // Starting index for inner vertices |
| |
| // Write inner vertices |
| const ImVec2 pos_to_uv_scale = (a_max_uv - a_min_uv) / (a_max - a_min); // Guaranteed never to be a /0 because we check for zero-size A above |
| const ImVec2 pos_to_uv_offset = (a_min_uv / pos_to_uv_scale) - a_min; |
| |
| // Helper that generates an interpolated UV based on position |
| #define LERP_UV(x_pos, y_pos) (ImVec2(((x_pos) + pos_to_uv_offset.x) * pos_to_uv_scale.x, ((y_pos) + pos_to_uv_offset.y) * pos_to_uv_scale.y)) |
| for (int i = 0; i < num_b_points; i++) |
| { |
| vtx_write[i].pos = b_points[i]; |
| vtx_write[i].uv = LERP_UV(b_points[i].x, b_points[i].y); |
| vtx_write[i].col = col; |
| } |
| #undef LERP_UV |
| |
| vtx_write += num_b_points; |
| |
| // Write outer vertices |
| ImDrawIdx outer_idx = (ImDrawIdx)(inner_idx + num_b_points); // Starting index for outer vertices |
| |
| ImVec2 outer_verts[4]; |
| outer_verts[0] = ImVec2(a_min.x, a_min.y); // X- Y- (quadrant 0, top left) |
| outer_verts[1] = ImVec2(a_max.x, a_min.y); // X+ Y- (quadrant 1, top right) |
| outer_verts[2] = ImVec2(a_max.x, a_max.y); // X+ Y+ (quadrant 2, bottom right) |
| outer_verts[3] = ImVec2(a_min.x, a_max.y); // X- Y+ (quadrant 3, bottom left) |
| |
| vtx_write[0].pos = outer_verts[0]; vtx_write[0].uv = ImVec2(a_min_uv.x, a_min_uv.y); vtx_write[0].col = col; |
| vtx_write[1].pos = outer_verts[1]; vtx_write[1].uv = ImVec2(a_max_uv.x, a_min_uv.y); vtx_write[1].col = col; |
| vtx_write[2].pos = outer_verts[2]; vtx_write[2].uv = ImVec2(a_max_uv.x, a_max_uv.y); vtx_write[2].col = col; |
| vtx_write[3].pos = outer_verts[3]; vtx_write[3].uv = ImVec2(a_min_uv.x, a_max_uv.y); vtx_write[3].col = col; |
| |
| draw_list->_VtxCurrentIdx += num_b_points + 4; |
| draw_list->_VtxWritePtr += num_b_points + 4; |
| |
| // Now walk the inner vertices in order |
| ImVec2 last_inner_vert = b_points[num_b_points - 1]; |
| int last_inner_vert_idx = num_b_points - 1; |
| int last_outer_vert_idx = -1; |
| int first_outer_vert_idx = -1; |
| |
| // Triangle-area based check for degenerate triangles |
| // Min area (0.1f) is doubled (* 2.0f) because we're calculating (area * 2) here |
| #define IS_DEGENERATE(a, b, c) (ImFabs((((a).x * ((b).y - (c).y)) + ((b).x * ((c).y - (a).y)) + ((c).x * ((a).y - (b).y)))) < (0.1f * 2.0f)) |
| |
| // Check the winding order of the inner vertices using the sign of the triangle area, and set the outer vertex winding to match |
| int outer_vertex_winding = (((b_points[0].x * (b_points[1].y - b_points[2].y)) + (b_points[1].x * (b_points[2].y - b_points[0].y)) + (b_points[2].x * (b_points[0].y - b_points[1].y))) < 0.0f) ? -1 : 1; |
| for (int inner_vert_idx = 0; inner_vert_idx < num_b_points; inner_vert_idx++) |
| { |
| ImVec2 current_inner_vert = b_points[inner_vert_idx]; |
| |
| // Calculate normal (not actually normalized, as for our purposes here it doesn't need to be) |
| ImVec2 normal(current_inner_vert.y - last_inner_vert.y, -(current_inner_vert.x - last_inner_vert.x)); |
| |
| // Calculate the outer vertex index based on the quadrant the normal points at (0=top left, 1=top right, 2=bottom right, 3=bottom left) |
| int outer_vert_idx = (ImFabs(normal.x) > ImFabs(normal.y)) ? ((normal.x >= 0.0f) ? ((normal.y > 0.0f) ? 2 : 1) : ((normal.y > 0.0f) ? 3 : 0)) : ((normal.y >= 0.0f) ? ((normal.x > 0.0f) ? 2 : 3) : ((normal.x > 0.0f) ? 1 : 0)); |
| ImVec2 outer_vert = outer_verts[outer_vert_idx]; |
| |
| // Write the main triangle (connecting the inner edge to the corner) |
| if (!IS_DEGENERATE(last_inner_vert, current_inner_vert, outer_vert)) |
| { |
| idx_write[0] = (ImDrawIdx)(inner_idx + last_inner_vert_idx); |
| idx_write[1] = (ImDrawIdx)(inner_idx + inner_vert_idx); |
| idx_write[2] = (ImDrawIdx)(outer_idx + outer_vert_idx); |
| idx_write += 3; |
| } |
| |
| // We don't initially know which outer vertex we are going to start from, so set that here when processing the first inner vertex |
| if (first_outer_vert_idx == -1) |
| { |
| first_outer_vert_idx = outer_vert_idx; |
| last_outer_vert_idx = outer_vert_idx; |
| } |
| |
| // Now walk the outer edge and write any filler triangles needed (connecting outer edges to the inner vertex) |
| while (outer_vert_idx != last_outer_vert_idx) |
| { |
| int next_outer_vert_idx = (last_outer_vert_idx + outer_vertex_winding) & 3; |
| if (!IS_DEGENERATE(outer_verts[last_outer_vert_idx], outer_verts[next_outer_vert_idx], last_inner_vert)) |
| { |
| idx_write[0] = (ImDrawIdx)(outer_idx + last_outer_vert_idx); |
| idx_write[1] = (ImDrawIdx)(outer_idx + next_outer_vert_idx); |
| idx_write[2] = (ImDrawIdx)(inner_idx + last_inner_vert_idx); |
| idx_write += 3; |
| } |
| last_outer_vert_idx = next_outer_vert_idx; |
| } |
| |
| last_inner_vert = current_inner_vert; |
| last_inner_vert_idx = inner_vert_idx; |
| } |
| |
| // Write remaining filler triangles for any un-traversed outer edges |
| if (first_outer_vert_idx != -1) |
| { |
| while (first_outer_vert_idx != last_outer_vert_idx) |
| { |
| int next_outer_vert_idx = (last_outer_vert_idx + outer_vertex_winding) & 3; |
| if (!IS_DEGENERATE(outer_verts[last_outer_vert_idx], outer_verts[next_outer_vert_idx], last_inner_vert)) |
| { |
| idx_write[0] = (ImDrawIdx)(outer_idx + last_outer_vert_idx); |
| idx_write[1] = (ImDrawIdx)(outer_idx + next_outer_vert_idx); |
| idx_write[2] = (ImDrawIdx)(inner_idx + last_inner_vert_idx); |
| idx_write += 3; |
| } |
| last_outer_vert_idx = next_outer_vert_idx; |
| } |
| } |
| #undef IS_DEGENERATE |
| |
| int used_indices = (int)(idx_write - draw_list->_IdxWritePtr); |
| draw_list->_IdxWritePtr = idx_write; |
| draw_list->PrimUnreserve(max_indices - used_indices, 0); |
| } |
| } |
| |
| void ImDrawList::AddShadowRect(const ImVec2& obj_min, const ImVec2& obj_max, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, float obj_rounding) |
| { |
| if ((shadow_col & IM_COL32_A_MASK) == 0) |
| return; |
| |
| ImVec2* inner_rect_points = NULL; // Points that make up the shape of the inner rectangle (used when it has rounded corners) |
| int inner_rect_points_count = 0; |
| |
| // Generate a path describing the inner rectangle and copy it to our buffer |
| const bool is_filled = (flags & ImDrawFlags_ShadowCutOutShapeBackground) == 0; |
| const bool is_rounded = (obj_rounding > 0.0f) && ((flags & ImDrawFlags_RoundCornersMask_) != ImDrawFlags_RoundCornersNone); // Do we have rounded corners? |
| if (is_rounded && !is_filled) |
| { |
| IM_ASSERT(_Path.Size == 0); |
| PathRect(obj_min, obj_max, obj_rounding, flags); |
| inner_rect_points_count = _Path.Size; |
| inner_rect_points = (ImVec2*)alloca(inner_rect_points_count * sizeof(ImVec2)); //-V630 |
| memcpy(inner_rect_points, _Path.Data, inner_rect_points_count * sizeof(ImVec2)); |
| _Path.Size = 0; |
| } |
| |
| if (is_filled) |
| PrimReserve(6 * 9, 4 * 9); // Reserve space for adding unclipped chunks |
| |
| // Draw the relevant chunks of the texture (the texture is split into a 3x3 grid) |
| // FIXME-OPT: Might make sense to optimize/unroll for the fast paths (filled or not rounded) |
| for (int x = 0; x < 3; x++) |
| { |
| for (int y = 0; y < 3; y++) |
| { |
| const int uv_index = x + (y + y + y); // y*3 formatted so as to ensure the compiler avoids an actual multiply |
| const ImVec4 uvs = _Data->ShadowRectUvs[uv_index]; |
| |
| ImVec2 draw_min, draw_max; |
| switch (x) |
| { |
| case 0: draw_min.x = obj_min.x - shadow_thickness; draw_max.x = obj_min.x; break; |
| case 1: draw_min.x = obj_min.x; draw_max.x = obj_max.x; break; |
| case 2: draw_min.x = obj_max.x; draw_max.x = obj_max.x + shadow_thickness; break; |
| } |
| switch (y) |
| { |
| case 0: draw_min.y = obj_min.y - shadow_thickness; draw_max.y = obj_min.y; break; |
| case 1: draw_min.y = obj_min.y; draw_max.y = obj_max.y; break; |
| case 2: draw_min.y = obj_max.y; draw_max.y = obj_max.y + shadow_thickness; break; |
| } |
| |
| ImVec2 uv_min(uvs.x, uvs.y); |
| ImVec2 uv_max(uvs.z, uvs.w); |
| if (is_filled) |
| PrimRectUV(draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, shadow_col); // No clipping path (draw entire shadow) |
| else if (is_rounded) |
| AddSubtractedRect(this, draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, inner_rect_points, inner_rect_points_count, shadow_col); // Complex path for rounded rectangles |
| else |
| AddSubtractedRect(this, draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, obj_min, obj_max, shadow_col); // Simple fast path for non-rounded rectangles |
| } |
| } |
| } |
| |
| // Add a shadow for a convex shape described by points and num_points |
| void ImDrawList::AddShadowConvexPoly(const ImVec2* points, int points_count, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags) |
| { |
| const bool is_filled = (flags & ImDrawFlags_ShadowCutOutShapeBackground) == 0; |
| IM_ASSERT((is_filled || (ImLengthSqr(shadow_offset) < 0.00001f)) && "Drawing circle/convex shape shadows with no center fill and an offset is not currently supported"); |
| IM_ASSERT(points_count >= 3); |
| |
| // Calculate poly vertex order |
| const int vertex_winding = (((points[0].x * (points[1].y - points[2].y)) + (points[1].x * (points[2].y - points[0].y)) + (points[2].x * (points[0].y - points[1].y))) < 0.0f) ? -1 : 1; |
| |
| // If we're using anti-aliasing, then inset the shadow by 0.5 pixels to avoid unpleasant fringing artifacts |
| const bool use_inset_distance = (Flags & ImDrawListFlags_AntiAliasedFill) && (!is_filled); |
| const float inset_distance = 0.5f; |
| |
| const ImVec4 uvs = _Data->ShadowRectUvs[9]; |
| |
| int tex_width = _Data->Font->ContainerAtlas->TexWidth; |
| int tex_height = _Data->Font->ContainerAtlas->TexHeight; |
| float inv_tex_width = 1.0f / (float)tex_width; |
| float inv_tex_height = 1.0f / (float)tex_height; |
| |
| ImVec2 solid_uv = ImVec2(uvs.z, uvs.w); // UV at the inside of an edge |
| ImVec2 edge_uv = ImVec2(uvs.x, uvs.w); // UV at the outside of an edge |
| |
| ImVec2 solid_to_edge_delta_texels = edge_uv - solid_uv; // Delta between the solid/edge points in texel-space (we need this in pixels - or, to be more precise, to be at a 1:1 aspect ratio - for the rotation to work) |
| solid_to_edge_delta_texels.x *= (float)tex_width; |
| solid_to_edge_delta_texels.y *= (float)tex_height; |
| |
| // Our basic algorithm here is that we generate a straight section along each edge, and then either one or two curved corner triangles at the corners, |
| // which use an appropriate chunk of the texture to generate a smooth curve. |
| const int num_edges = points_count; |
| |
| // Normalize a vector |
| #define NORMALIZE(vec) ((vec) / ImLength((vec), 0.001f)) |
| |
| const int required_stack_mem = (num_edges * sizeof(ImVec2)) + (num_edges * sizeof(float)); |
| ImU8* base_mem_for_normals_and_edges = (ImU8*)alloca(required_stack_mem); |
| ImU8* mem_for_normals_and_edges = (ImU8*)base_mem_for_normals_and_edges; |
| |
| // Calculate edge normals |
| ImVec2* edge_normals = (ImVec2*)(void*)mem_for_normals_and_edges; |
| mem_for_normals_and_edges += num_edges * sizeof(ImVec2); |
| |
| for (int edge_index = 0; edge_index < num_edges; edge_index++) |
| { |
| ImVec2 edge_start = points[edge_index]; // No need to apply offset here because the normal is unaffected |
| ImVec2 edge_end = points[(edge_index + 1) % num_edges]; |
| ImVec2 edge_normal = NORMALIZE(ImVec2(edge_end.y - edge_start.y, -(edge_end.x - edge_start.x))); |
| edge_normals[edge_index] = edge_normal * (float)vertex_winding; // Flip normals for reverse winding |
| } |
| |
| // Pre-calculate edge scales |
| // We need to do this because we need the edge strips to have widths that match up with the corner sections, otherwise pixel cracking can occur along the boundaries |
| float* edge_size_scales = (float*)(void*)mem_for_normals_and_edges; |
| mem_for_normals_and_edges += num_edges * sizeof(float); |
| IM_ASSERT_PARANOID(mem_for_normals_and_edges == (base_mem_for_normals_and_edges + required_stack_mem)); // Check we used exactly what we allocated |
| |
| { |
| ImVec2 prev_edge_normal = edge_normals[num_edges - 1]; |
| for (int edge_index = 0; edge_index < num_edges; edge_index++) |
| { |
| ImVec2 edge_normal = edge_normals[edge_index]; |
| float cos_angle_coverage = ImDot(edge_normal, prev_edge_normal); |
| |
| if (cos_angle_coverage < 0.999999f) |
| { |
| // If we are covering more than 90 degrees we need an intermediate vertex to stop the required expansion tending towards infinity. |
| // And thus the effective angle will be halved (matches the similar code in loop below) |
| float angle_coverage = ImAcos(cos_angle_coverage); |
| if (cos_angle_coverage <= 0.0f) // -V1051 |
| angle_coverage *= 0.5f; |
| edge_size_scales[edge_index] = 1.0f / ImCos(angle_coverage * 0.5f); // How much we need to expand our size by to avoid clipping the corner of the texture off |
| } |
| else |
| { |
| edge_size_scales[edge_index] = 1.0f; // No corner, thus default scale |
| } |
| |
| prev_edge_normal = edge_normal; |
| } |
| } |
| |
| const int max_vertices = (4 + (3 * 2) + (is_filled ? 1 : 0)) * num_edges; // 4 vertices per edge plus 3*2 for potentially two corner triangles, plus one per vertex for fill |
| const int max_indices = ((6 + (3 * 2)) * num_edges) + (is_filled ? ((num_edges - 2) * 3) : 0); // 2 tris per edge plus up to two corner triangles, plus fill triangles |
| PrimReserve(max_indices, max_vertices); |
| ImDrawIdx* idx_write = _IdxWritePtr; |
| ImDrawVert* vtx_write = _VtxWritePtr; |
| ImDrawIdx current_idx = (ImDrawIdx)_VtxCurrentIdx; |
| |
| //ImVec2 previous_edge_start = points[0] + offset; |
| ImVec2 prev_edge_normal = edge_normals[num_edges - 1]; |
| ImVec2 edge_start = points[0] + shadow_offset; |
| |
| if (use_inset_distance) |
| edge_start -= NORMALIZE(edge_normals[0] + prev_edge_normal) * inset_distance; |
| |
| for (int edge_index = 0; edge_index < num_edges; edge_index++) |
| { |
| ImVec2 edge_end = points[(edge_index + 1) % num_edges] + shadow_offset; |
| ImVec2 edge_normal = edge_normals[edge_index]; |
| const float size_scale_start = edge_size_scales[edge_index]; |
| const float size_scale_end = edge_size_scales[(edge_index + 1) % num_edges]; |
| |
| if (use_inset_distance) |
| edge_end -= NORMALIZE(edge_normals[(edge_index + 1) % num_edges] + edge_normal) * inset_distance; |
| |
| // Add corner section |
| float cos_angle_coverage = ImDot(edge_normal, prev_edge_normal); |
| if (cos_angle_coverage < 0.999999f) // Don't fill if the corner is actually straight |
| { |
| // If we are covering more than 90 degrees we need an intermediate vertex to stop the required expansion tending towards infinity. |
| // And thus the effective angle has been halved (matches the similar code in loop above) |
| int num_steps = (cos_angle_coverage <= 0.0f) ? 2 : 1; |
| |
| for (int step = 0; step < num_steps; step++) |
| { |
| if (num_steps > 1) |
| { |
| if (step == 0) |
| edge_normal = NORMALIZE(edge_normal + prev_edge_normal); // Use half-way normal for first step |
| else |
| edge_normal = edge_normals[edge_index]; // Then use the "real" next edge normal for the second |
| |
| cos_angle_coverage = ImDot(edge_normal, prev_edge_normal); // Recalculate angle |
| } |
| |
| // Calculate UV for the section of the curved texture |
| |
| const float angle_coverage = ImAcos(cos_angle_coverage); |
| const float sin_angle_coverage = ImSin(angle_coverage); |
| |
| ImVec2 edge_delta = solid_to_edge_delta_texels; |
| edge_delta *= size_scale_start; |
| |
| ImVec2 rotated_edge_delta = ImVec2((edge_delta.x * cos_angle_coverage) + (edge_delta.y * sin_angle_coverage), (edge_delta.x * sin_angle_coverage) + (edge_delta.y * cos_angle_coverage)); |
| |
| // Convert from texels back into UV space |
| edge_delta.x *= inv_tex_width; |
| edge_delta.y *= inv_tex_height; |
| rotated_edge_delta.x *= inv_tex_width; |
| rotated_edge_delta.y *= inv_tex_height; |
| |
| ImVec2 expanded_edge_uv = solid_uv + edge_delta; |
| ImVec2 other_edge_uv = solid_uv + rotated_edge_delta; // Rotated UV to encompass the necessary section of the curve |
| |
| float expanded_thickness = shadow_thickness * size_scale_start; |
| |
| // Add a triangle to fill the corner |
| ImVec2 outer_edge_start = edge_start + (prev_edge_normal * expanded_thickness); |
| ImVec2 outer_edge_end = edge_start + (edge_normal * expanded_thickness); |
| |
| vtx_write->pos = edge_start; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++; |
| vtx_write->pos = outer_edge_end; vtx_write->col = shadow_col; vtx_write->uv = expanded_edge_uv; vtx_write++; |
| vtx_write->pos = outer_edge_start; vtx_write->col = shadow_col; vtx_write->uv = other_edge_uv; vtx_write++; |
| |
| *(idx_write++) = current_idx; |
| *(idx_write++) = current_idx + 1; |
| *(idx_write++) = current_idx + 2; |
| current_idx += 3; |
| |
| prev_edge_normal = edge_normal; |
| } |
| } |
| |
| // Add section along edge |
| const float edge_length = ImLength(edge_end - edge_start, 0.0f); |
| if (edge_length > 0.00001f) // Don't try and process degenerate edges |
| { |
| ImVec2 outer_edge_start = edge_start + (edge_normal * shadow_thickness * size_scale_start); |
| ImVec2 outer_edge_end = edge_end + (edge_normal * shadow_thickness * size_scale_end); |
| ImVec2 scaled_edge_uv_start = solid_uv + ((edge_uv - solid_uv) * size_scale_start); |
| ImVec2 scaled_edge_uv_end = solid_uv + ((edge_uv - solid_uv) * size_scale_end); |
| |
| // Write vertices, inner first, then outer |
| vtx_write->pos = edge_start; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++; |
| vtx_write->pos = edge_end; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++; |
| vtx_write->pos = outer_edge_end; vtx_write->col = shadow_col; vtx_write->uv = scaled_edge_uv_end; vtx_write++; |
| vtx_write->pos = outer_edge_start; vtx_write->col = shadow_col; vtx_write->uv = scaled_edge_uv_start; vtx_write++; |
| |
| *(idx_write++) = current_idx; |
| *(idx_write++) = current_idx + 1; |
| *(idx_write++) = current_idx + 2; |
| *(idx_write++) = current_idx; |
| *(idx_write++) = current_idx + 2; |
| *(idx_write++) = current_idx + 3; |
| current_idx += 4; |
| } |
| |
| edge_start = edge_end; |
| } |
| |
| // Fill if requested |
| if (is_filled) |
| { |
| // Add vertices |
| for (int edge_index = 0; edge_index < num_edges; edge_index++) |
| { |
| vtx_write->pos = points[edge_index] + shadow_offset; |
| vtx_write->col = shadow_col; |
| vtx_write->uv = solid_uv; |
| vtx_write++; |
| } |
| |
| // Add triangles |
| for (int edge_index = 2; edge_index < num_edges; edge_index++) |
| { |
| *(idx_write++) = current_idx; |
| *(idx_write++) = (ImDrawIdx)(current_idx + edge_index - 1); |
| *(idx_write++) = (ImDrawIdx)(current_idx + edge_index); |
| } |
| |
| current_idx += (ImDrawIdx)num_edges; |
| } |
| |
| // Release any unused vertices/indices |
| int used_indices = (int)(idx_write - _IdxWritePtr); |
| int used_vertices = (int)(vtx_write - _VtxWritePtr); |
| _IdxWritePtr = idx_write; |
| _VtxWritePtr = vtx_write; |
| _VtxCurrentIdx = current_idx; |
| PrimUnreserve(max_indices - used_indices, max_vertices - used_vertices); |
| #undef NORMALIZE |
| } |
| |
| // Draw a shadow for a circular object |
| // Uses the draw path and so wipes any existing data there |
| void ImDrawList::AddShadowCircle(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, int num_segments) |
| { |
| // Obtain segment count |
| if (num_segments <= 0) |
| { |
| // Automatic segment count |
| const int radius_idx = (int)obj_radius - 1; |
| if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) |
| num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value |
| else |
| num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(obj_radius, _Data->CircleSegmentMaxError); |
| } |
| else |
| { |
| // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) |
| num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); |
| } |
| |
| // Generate a path describing the inner circle and copy it to our buffer |
| IM_ASSERT(_Path.Size == 0); |
| const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; |
| if (num_segments == 12) |
| PathArcToFast(obj_center, obj_radius, 0, 12 - 1); |
| else |
| PathArcTo(obj_center, obj_radius, 0.0f, a_max, num_segments - 1); |
| |
| // Draw the shadow using the convex shape code |
| AddShadowConvexPoly(_Path.Data, _Path.Size, shadow_col, shadow_thickness, shadow_offset, flags); |
| _Path.Size = 0; |
| } |
| |
| void ImDrawList::AddShadowNGon(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, int num_segments) |
| { |
| IM_ASSERT(num_segments != 0); |
| AddShadowCircle(obj_center, obj_radius, shadow_col, shadow_thickness, shadow_offset, flags, num_segments); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImDrawListSplitter |
| //----------------------------------------------------------------------------- |
| // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. |
| //----------------------------------------------------------------------------- |
| |
| void ImDrawListSplitter::ClearFreeMemory() |
| { |
| for (int i = 0; i < _Channels.Size; i++) |
| { |
| if (i == _Current) |
| memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again |
| _Channels[i]._CmdBuffer.clear(); |
| _Channels[i]._IdxBuffer.clear(); |
| } |
| _Current = 0; |
| _Count = 1; |
| _Channels.clear(); |
| } |
| |
| void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) |
| { |
| IM_UNUSED(draw_list); |
| IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); |
| int old_channels_count = _Channels.Size; |
| if (old_channels_count < channels_count) |
| { |
| _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable |
| _Channels.resize(channels_count); |
| } |
| _Count = channels_count; |
| |
| // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer |
| // 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. |
| // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer |
| memset(&_Channels[0], 0, sizeof(ImDrawChannel)); |
| for (int i = 1; i < channels_count; i++) |
| { |
| if (i >= old_channels_count) |
| { |
| IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); |
| } |
| else |
| { |
| _Channels[i]._CmdBuffer.resize(0); |
| _Channels[i]._IdxBuffer.resize(0); |
| } |
| } |
| } |
| |
| void ImDrawListSplitter::Merge(ImDrawList* draw_list) |
| { |
| // 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. |
| if (_Count <= 1) |
| return; |
| |
| SetCurrentChannel(draw_list, 0); |
| draw_list->_PopUnusedDrawCmd(); |
| |
| // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. |
| int new_cmd_buffer_count = 0; |
| int new_idx_buffer_count = 0; |
| ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; |
| int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; |
| for (int i = 1; i < _Count; i++) |
| { |
| ImDrawChannel& ch = _Channels[i]; |
| if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() |
| ch._CmdBuffer.pop_back(); |
| |
| if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) |
| { |
| // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. |
| // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. |
| ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; |
| if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) |
| { |
| // Merge previous channel last draw command with current channel first draw command if matching. |
| last_cmd->ElemCount += next_cmd->ElemCount; |
| idx_offset += next_cmd->ElemCount; |
| ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. |
| } |
| } |
| if (ch._CmdBuffer.Size > 0) |
| last_cmd = &ch._CmdBuffer.back(); |
| new_cmd_buffer_count += ch._CmdBuffer.Size; |
| new_idx_buffer_count += ch._IdxBuffer.Size; |
| for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) |
| { |
| ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; |
| idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; |
| } |
| } |
| draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); |
| draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); |
| |
| // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) |
| ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; |
| ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; |
| for (int i = 1; i < _Count; i++) |
| { |
| ImDrawChannel& ch = _Channels[i]; |
| if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } |
| if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } |
| } |
| draw_list->_IdxWritePtr = idx_write; |
| |
| // Ensure there's always a non-callback draw command trailing the command-buffer |
| if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) |
| draw_list->AddDrawCmd(); |
| |
| // If current command is used with different settings we need to add a new command |
| ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; |
| if (curr_cmd->ElemCount == 0) |
| ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset |
| else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) |
| draw_list->AddDrawCmd(); |
| |
| _Count = 1; |
| } |
| |
| void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) |
| { |
| IM_ASSERT(idx >= 0 && idx < _Count); |
| if (_Current == idx) |
| return; |
| |
| // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() |
| memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); |
| memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); |
| _Current = idx; |
| memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); |
| memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); |
| draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; |
| |
| // If current command is used with different settings we need to add a new command |
| ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; |
| if (curr_cmd == NULL) |
| draw_list->AddDrawCmd(); |
| else if (curr_cmd->ElemCount == 0) |
| ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset |
| else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) |
| draw_list->AddDrawCmd(); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImDrawData |
| //----------------------------------------------------------------------------- |
| |
| void ImDrawData::Clear() |
| { |
| Valid = false; |
| CmdListsCount = TotalIdxCount = TotalVtxCount = 0; |
| CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. |
| DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); |
| OwnerViewport = NULL; |
| } |
| |
| // Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list |
| // as long at it is expected that the result will be later merged into draw_data->CmdLists[]. |
| void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list) |
| { |
| if (draw_list->CmdBuffer.Size == 0) |
| return; |
| if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) |
| return; |
| |
| // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. |
| // May trigger for you if you are using PrimXXX functions incorrectly. |
| IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); |
| IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); |
| if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) |
| IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); |
| |
| // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) |
| // If this assert triggers because you are drawing lots of stuff manually: |
| // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. |
| // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. |
| // - If you want large meshes with more than 64K vertices, you can either: |
| // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. |
| // Most example backends already support this from 1.71. Pre-1.71 backends won't. |
| // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. |
| // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. |
| // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: |
| // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); |
| // Your own engine or render API may use different parameters or function calls to specify index sizes. |
| // 2 and 4 bytes indices are generally supported by most graphics API. |
| // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching |
| // the 64K limit to split your draw commands in multiple draw lists. |
| if (sizeof(ImDrawIdx) == 2) |
| IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); |
| |
| // Resolve callback data pointers |
| if (draw_list->_CallbacksDataBuf.Size > 0) |
| for (ImDrawCmd& cmd : draw_list->CmdBuffer) |
| if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) |
| cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; |
| |
| // Add to output list + records state in ImDrawData |
| out_list->push_back(draw_list); |
| draw_data->CmdListsCount++; |
| draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; |
| draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; |
| } |
| |
| void ImDrawData::AddDrawList(ImDrawList* draw_list) |
| { |
| IM_ASSERT(CmdLists.Size == CmdListsCount); |
| draw_list->_PopUnusedDrawCmd(); |
| ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); |
| } |
| |
| // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! |
| void ImDrawData::DeIndexAllBuffers() |
| { |
| ImVector<ImDrawVert> new_vtx_buffer; |
| TotalVtxCount = TotalIdxCount = 0; |
| for (int i = 0; i < CmdListsCount; i++) |
| { |
| ImDrawList* cmd_list = CmdLists[i]; |
| if (cmd_list->IdxBuffer.empty()) |
| continue; |
| new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); |
| for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) |
| new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; |
| cmd_list->VtxBuffer.swap(new_vtx_buffer); |
| cmd_list->IdxBuffer.resize(0); |
| TotalVtxCount += cmd_list->VtxBuffer.Size; |
| } |
| } |
| |
| // Helper to scale the ClipRect field of each ImDrawCmd. |
| // Use if your final output buffer is at a different scale than draw_data->DisplaySize, |
| // or if there is a difference between your window resolution and framebuffer resolution. |
| void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) |
| { |
| for (ImDrawList* draw_list : CmdLists) |
| for (ImDrawCmd& cmd : draw_list->CmdBuffer) |
| cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] Helpers ShadeVertsXXX functions |
| //----------------------------------------------------------------------------- |
| |
| // Generic linear color gradient, write to RGB fields, leave A untouched. |
| void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) |
| { |
| ImVec2 gradient_extent = gradient_p1 - gradient_p0; |
| float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); |
| ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; |
| ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; |
| const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; |
| const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; |
| const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; |
| const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; |
| const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; |
| const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; |
| for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) |
| { |
| float d = ImDot(vert->pos - gradient_p0, gradient_extent); |
| float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); |
| int r = (int)(col0_r + col_delta_r * t); |
| int g = (int)(col0_g + col_delta_g * t); |
| int b = (int)(col0_b + col_delta_b * t); |
| vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); |
| } |
| } |
| |
| // Distribute UV over (a, b) rectangle |
| void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) |
| { |
| const ImVec2 size = b - a; |
| const ImVec2 uv_size = uv_b - uv_a; |
| const ImVec2 scale = ImVec2( |
| size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, |
| size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); |
| |
| ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; |
| ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; |
| if (clamp) |
| { |
| const ImVec2 min = ImMin(uv_a, uv_b); |
| const ImVec2 max = ImMax(uv_a, uv_b); |
| for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) |
| vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); |
| } |
| else |
| { |
| for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) |
| vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); |
| } |
| } |
| |
| void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) |
| { |
| ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; |
| ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; |
| for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) |
| vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImFontConfig |
| //----------------------------------------------------------------------------- |
| |
| ImFontConfig::ImFontConfig() |
| { |
| memset(this, 0, sizeof(*this)); |
| FontDataOwnedByAtlas = true; |
| OversampleH = 2; |
| OversampleV = 1; |
| GlyphMaxAdvanceX = FLT_MAX; |
| RasterizerMultiply = 1.0f; |
| RasterizerDensity = 1.0f; |
| EllipsisChar = (ImWchar)-1; |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImFontAtlas |
| //----------------------------------------------------------------------------- |
| |
| // A work of art lies ahead! (. = white layer, X = black layer, others are blank) |
| // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. |
| // (This is used when io.MouseDrawCursor = true) |
| const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. |
| const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; |
| static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = |
| { |
| "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " |
| "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" |
| "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" |
| "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " |
| "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " |
| "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " |
| "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " |
| "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " |
| "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " |
| "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " |
| "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " |
| "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " |
| "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" |
| "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" |
| "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " |
| "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" |
| "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " |
| "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " |
| "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " |
| "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " |
| " X..X - - X...X - X...X - X..X X..X - - X........X - " |
| " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " |
| "------------- - X - X -X.....................X- ------------------- " |
| " ----------------------------------- X...XXXXXXXXXXXXX...X - " |
| " - X..X X..X - " |
| " - X.X X.X - " |
| " - XX XX - " |
| }; |
| |
| static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = |
| { |
| // Pos ........ Size ......... Offset ...... |
| { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow |
| { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput |
| { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll |
| { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS |
| { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW |
| { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW |
| { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE |
| { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand |
| { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed |
| }; |
| |
| ImFontAtlas::ImFontAtlas() |
| { |
| memset(this, 0, sizeof(*this)); |
| TexGlyphPadding = 1; |
| PackIdMouseCursors = PackIdLines = -1; |
| ShadowRectIds[0] = ShadowRectIds[1] = -1; |
| ShadowTexConfig.SetupDefaults(); |
| } |
| |
| ImFontAtlas::~ImFontAtlas() |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| Clear(); |
| } |
| |
| void ImFontAtlas::ClearInputData() |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| for (ImFontConfig& font_cfg : ConfigData) |
| if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) |
| { |
| IM_FREE(font_cfg.FontData); |
| font_cfg.FontData = NULL; |
| } |
| |
| // When clearing this we lose access to the font name and other information used to build the font. |
| for (ImFont* font : Fonts) |
| if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) |
| { |
| font->ConfigData = NULL; |
| font->ConfigDataCount = 0; |
| } |
| ConfigData.clear(); |
| CustomRects.clear(); |
| PackIdMouseCursors = PackIdLines = -1; |
| ShadowRectIds[0] = ShadowRectIds[1] = -1; |
| // Important: we leave TexReady untouched |
| } |
| |
| void ImFontAtlas::ClearTexData() |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| if (TexPixelsAlpha8) |
| IM_FREE(TexPixelsAlpha8); |
| if (TexPixelsRGBA32) |
| IM_FREE(TexPixelsRGBA32); |
| TexPixelsAlpha8 = NULL; |
| TexPixelsRGBA32 = NULL; |
| TexPixelsUseColors = false; |
| // Important: we leave TexReady untouched |
| } |
| |
| void ImFontAtlas::ClearFonts() |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| Fonts.clear_delete(); |
| TexReady = false; |
| } |
| |
| void ImFontAtlas::Clear() |
| { |
| ClearInputData(); |
| ClearTexData(); |
| ClearFonts(); |
| } |
| |
| void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) |
| { |
| // Build atlas on demand |
| if (TexPixelsAlpha8 == NULL) |
| Build(); |
| |
| *out_pixels = TexPixelsAlpha8; |
| if (out_width) *out_width = TexWidth; |
| if (out_height) *out_height = TexHeight; |
| if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; |
| } |
| |
| void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) |
| { |
| // Convert to RGBA32 format on demand |
| // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp |
| if (!TexPixelsRGBA32) |
| { |
| unsigned char* pixels = NULL; |
| GetTexDataAsAlpha8(&pixels, NULL, NULL); |
| if (pixels) |
| { |
| TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); |
| const unsigned char* src = pixels; |
| unsigned int* dst = TexPixelsRGBA32; |
| for (int n = TexWidth * TexHeight; n > 0; n--) |
| *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); |
| } |
| } |
| |
| *out_pixels = (unsigned char*)TexPixelsRGBA32; |
| if (out_width) *out_width = TexWidth; |
| if (out_height) *out_height = TexHeight; |
| if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; |
| } |
| |
| ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); |
| IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); |
| IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); |
| |
| // Create new font |
| if (!font_cfg->MergeMode) |
| Fonts.push_back(IM_NEW(ImFont)); |
| else |
| IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. |
| |
| ConfigData.push_back(*font_cfg); |
| ImFontConfig& new_font_cfg = ConfigData.back(); |
| if (new_font_cfg.DstFont == NULL) |
| new_font_cfg.DstFont = Fonts.back(); |
| if (!new_font_cfg.FontDataOwnedByAtlas) |
| { |
| new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); |
| new_font_cfg.FontDataOwnedByAtlas = true; |
| memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); |
| } |
| |
| if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) |
| new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; |
| |
| ImFontAtlasUpdateConfigDataPointers(this); |
| |
| // Invalidate texture |
| TexReady = false; |
| ClearTexData(); |
| return new_font_cfg.DstFont; |
| } |
| |
| // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) |
| static unsigned int stb_decompress_length(const unsigned char* input); |
| static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); |
| static const char* GetDefaultCompressedFontDataTTFBase85(); |
| static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } |
| static void Decode85(const unsigned char* src, unsigned char* dst) |
| { |
| while (*src) |
| { |
| unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); |
| dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. |
| src += 5; |
| dst += 4; |
| } |
| } |
| |
| // Load embedded ProggyClean.ttf at size 13, disable oversampling |
| ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) |
| { |
| ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); |
| if (!font_cfg_template) |
| { |
| font_cfg.OversampleH = font_cfg.OversampleV = 1; |
| font_cfg.PixelSnapH = true; |
| } |
| if (font_cfg.SizePixels <= 0.0f) |
| font_cfg.SizePixels = 13.0f * 1.0f; |
| if (font_cfg.Name[0] == '\0') |
| ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); |
| font_cfg.EllipsisChar = (ImWchar)0x0085; |
| font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units |
| |
| const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); |
| const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); |
| ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); |
| return font; |
| } |
| |
| ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| size_t data_size = 0; |
| void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); |
| if (!data) |
| { |
| IM_ASSERT_USER_ERROR(0, "Could not load font file!"); |
| return NULL; |
| } |
| ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); |
| if (font_cfg.Name[0] == '\0') |
| { |
| // Store a short copy of filename into into the font name for convenience |
| const char* p; |
| for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} |
| ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); |
| } |
| return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); |
| } |
| |
| // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). |
| ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); |
| IM_ASSERT(font_cfg.FontData == NULL); |
| IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. |
| font_cfg.FontData = font_data; |
| font_cfg.FontDataSize = font_data_size; |
| font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; |
| if (glyph_ranges) |
| font_cfg.GlyphRanges = glyph_ranges; |
| return AddFont(&font_cfg); |
| } |
| |
| ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) |
| { |
| const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); |
| unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); |
| stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); |
| |
| ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); |
| IM_ASSERT(font_cfg.FontData == NULL); |
| font_cfg.FontDataOwnedByAtlas = true; |
| return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); |
| } |
| |
| ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) |
| { |
| int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; |
| void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); |
| Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); |
| ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); |
| IM_FREE(compressed_ttf); |
| return font; |
| } |
| |
| int ImFontAtlas::AddCustomRectRegular(int width, int height) |
| { |
| IM_ASSERT(width > 0 && width <= 0xFFFF); |
| IM_ASSERT(height > 0 && height <= 0xFFFF); |
| ImFontAtlasCustomRect r; |
| r.Width = (unsigned short)width; |
| r.Height = (unsigned short)height; |
| CustomRects.push_back(r); |
| return CustomRects.Size - 1; // Return index |
| } |
| |
| int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) |
| { |
| #ifdef IMGUI_USE_WCHAR32 |
| IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); |
| #endif |
| IM_ASSERT(font != NULL); |
| IM_ASSERT(width > 0 && width <= 0xFFFF); |
| IM_ASSERT(height > 0 && height <= 0xFFFF); |
| ImFontAtlasCustomRect r; |
| r.Width = (unsigned short)width; |
| r.Height = (unsigned short)height; |
| r.GlyphID = id; |
| r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) |
| r.GlyphAdvanceX = advance_x; |
| r.GlyphOffset = offset; |
| r.Font = font; |
| CustomRects.push_back(r); |
| return CustomRects.Size - 1; // Return index |
| } |
| |
| void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const |
| { |
| IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates |
| IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed |
| *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); |
| *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); |
| } |
| |
| bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) |
| { |
| if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) |
| return false; |
| if (Flags & ImFontAtlasFlags_NoMouseCursors) |
| return false; |
| |
| IM_ASSERT(PackIdMouseCursors != -1); |
| ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); |
| ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); |
| ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; |
| *out_size = size; |
| *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; |
| out_uv_border[0] = (pos) * TexUvScale; |
| out_uv_border[1] = (pos + size) * TexUvScale; |
| pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; |
| out_uv_fill[0] = (pos) * TexUvScale; |
| out_uv_fill[1] = (pos + size) * TexUvScale; |
| return true; |
| } |
| |
| bool ImFontAtlas::Build() |
| { |
| IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); |
| |
| // Default font is none are specified |
| if (ConfigData.Size == 0) |
| AddFontDefault(); |
| |
| // Select builder |
| // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which |
| // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are |
| // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere |
| // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. |
| const ImFontBuilderIO* builder_io = FontBuilderIO; |
| if (builder_io == NULL) |
| { |
| #ifdef IMGUI_ENABLE_FREETYPE |
| builder_io = ImGuiFreeType::GetBuilderForFreeType(); |
| #elif defined(IMGUI_ENABLE_STB_TRUETYPE) |
| builder_io = ImFontAtlasGetBuilderForStbTruetype(); |
| #else |
| IM_ASSERT(0); // Invalid Build function |
| #endif |
| } |
| |
| // Build |
| return builder_io->FontBuilder_Build(this); |
| } |
| |
| void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) |
| { |
| for (unsigned int i = 0; i < 256; i++) |
| { |
| unsigned int value = (unsigned int)(i * in_brighten_factor); |
| out_table[i] = value > 255 ? 255 : (value & 0xFF); |
| } |
| } |
| |
| void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) |
| { |
| IM_ASSERT_PARANOID(w <= stride); |
| unsigned char* data = pixels + x + y * stride; |
| for (int j = h; j > 0; j--, data += stride - w) |
| for (int i = w; i > 0; i--, data++) |
| *data = table[*data]; |
| } |
| |
| #ifdef IMGUI_ENABLE_STB_TRUETYPE |
| // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) |
| // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) |
| struct ImFontBuildSrcData |
| { |
| stbtt_fontinfo FontInfo; |
| stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) |
| stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. |
| stbtt_packedchar* PackedChars; // Output glyphs |
| const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) |
| int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] |
| int GlyphsHighest; // Highest requested codepoint |
| int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) |
| ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) |
| ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) |
| }; |
| |
| // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) |
| struct ImFontBuildDstData |
| { |
| int SrcCount; // Number of source fonts targeting this destination font. |
| int GlyphsHighest; |
| int GlyphsCount; |
| ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. |
| }; |
| |
| static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out) |
| { |
| IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); |
| const ImU32* it_begin = in->Storage.begin(); |
| const ImU32* it_end = in->Storage.end(); |
| for (const ImU32* it = it_begin; it < it_end; it++) |
| if (ImU32 entries_32 = *it) |
| for (ImU32 bit_n = 0; bit_n < 32; bit_n++) |
| if (entries_32 & ((ImU32)1 << bit_n)) |
| out->push_back((int)(((it - it_begin) << 5) + bit_n)); |
| } |
| |
| static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) |
| { |
| IM_ASSERT(atlas->ConfigData.Size > 0); |
| |
| ImFontAtlasBuildInit(atlas); |
| |
| // Clear atlas |
| atlas->TexID = (ImTextureID)NULL; |
| atlas->TexWidth = atlas->TexHeight = 0; |
| atlas->TexUvScale = ImVec2(0.0f, 0.0f); |
| atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); |
| atlas->ClearTexData(); |
| |
| // Temporary storage for building |
| ImVector<ImFontBuildSrcData> src_tmp_array; |
| ImVector<ImFontBuildDstData> dst_tmp_array; |
| src_tmp_array.resize(atlas->ConfigData.Size); |
| dst_tmp_array.resize(atlas->Fonts.Size); |
| memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); |
| memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); |
| |
| // 1. Initialize font loading structure, check font data validity |
| for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) |
| { |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| ImFontConfig& cfg = atlas->ConfigData[src_i]; |
| IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); |
| |
| // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) |
| src_tmp.DstIndex = -1; |
| for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) |
| if (cfg.DstFont == atlas->Fonts[output_i]) |
| src_tmp.DstIndex = output_i; |
| if (src_tmp.DstIndex == -1) |
| { |
| IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? |
| return false; |
| } |
| // Initialize helper structure for font loading and verify that the TTF/OTF data is correct |
| const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); |
| IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); |
| if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) |
| { |
| IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); |
| return false; |
| } |
| |
| // Measure highest codepoints |
| ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; |
| src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); |
| for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) |
| { |
| // Check for valid range. This may also help detect *some* dangling pointers, because a common |
| // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, |
| // or to forget to zero-terminate the glyph range array. |
| IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); |
| src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); |
| } |
| dst_tmp.SrcCount++; |
| dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); |
| } |
| |
| // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. |
| int total_glyphs_count = 0; |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; |
| src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); |
| if (dst_tmp.GlyphsSet.Storage.empty()) |
| dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); |
| |
| for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) |
| for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) |
| { |
| if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) |
| continue; |
| if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? |
| continue; |
| |
| // Add to avail set/counters |
| src_tmp.GlyphsCount++; |
| dst_tmp.GlyphsCount++; |
| src_tmp.GlyphsSet.SetBit(codepoint); |
| dst_tmp.GlyphsSet.SetBit(codepoint); |
| total_glyphs_count++; |
| } |
| } |
| |
| // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); |
| UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); |
| src_tmp.GlyphsSet.Clear(); |
| IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); |
| } |
| for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) |
| dst_tmp_array[dst_i].GlyphsSet.Clear(); |
| dst_tmp_array.clear(); |
| |
| // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) |
| // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) |
| ImVector<stbrp_rect> buf_rects; |
| ImVector<stbtt_packedchar> buf_packedchars; |
| buf_rects.resize(total_glyphs_count); |
| buf_packedchars.resize(total_glyphs_count); |
| memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); |
| memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); |
| |
| // 4. Gather glyphs sizes so we can pack them in our virtual canvas. |
| int total_surface = 0; |
| int buf_rects_out_n = 0; |
| int buf_packedchars_out_n = 0; |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| if (src_tmp.GlyphsCount == 0) |
| continue; |
| |
| src_tmp.Rects = &buf_rects[buf_rects_out_n]; |
| src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; |
| buf_rects_out_n += src_tmp.GlyphsCount; |
| buf_packedchars_out_n += src_tmp.GlyphsCount; |
| |
| // Convert our ranges in the format stb_truetype wants |
| ImFontConfig& cfg = atlas->ConfigData[src_i]; |
| src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; |
| src_tmp.PackRange.first_unicode_codepoint_in_range = 0; |
| src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; |
| src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; |
| src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; |
| src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; |
| src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; |
| |
| // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) |
| const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); |
| const int padding = atlas->TexGlyphPadding; |
| for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) |
| { |
| int x0, y0, x1, y1; |
| const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); |
| IM_ASSERT(glyph_index_in_font != 0); |
| stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); |
| src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); |
| src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); |
| total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; |
| } |
| } |
| |
| // We need a width for the skyline algorithm, any width! |
| // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. |
| // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. |
| const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; |
| atlas->TexHeight = 0; |
| if (atlas->TexDesiredWidth > 0) |
| atlas->TexWidth = atlas->TexDesiredWidth; |
| else |
| atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; |
| |
| // 5. Start packing |
| // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). |
| const int TEX_HEIGHT_MAX = 1024 * 32; |
| stbtt_pack_context spc = {}; |
| stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); |
| ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); |
| |
| // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| if (src_tmp.GlyphsCount == 0) |
| continue; |
| |
| stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); |
| |
| // Extend texture height and mark missing glyphs as non-packed so we won't render them. |
| // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) |
| for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) |
| if (src_tmp.Rects[glyph_i].was_packed) |
| atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); |
| } |
| |
| // 7. Allocate texture |
| atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); |
| atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); |
| atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); |
| memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); |
| spc.pixels = atlas->TexPixelsAlpha8; |
| spc.height = atlas->TexHeight; |
| |
| // 8. Render/rasterize font characters into the texture |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| ImFontConfig& cfg = atlas->ConfigData[src_i]; |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| if (src_tmp.GlyphsCount == 0) |
| continue; |
| |
| stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); |
| |
| // Apply multiply operator |
| if (cfg.RasterizerMultiply != 1.0f) |
| { |
| unsigned char multiply_table[256]; |
| ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); |
| stbrp_rect* r = &src_tmp.Rects[0]; |
| for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) |
| if (r->was_packed) |
| ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); |
| } |
| src_tmp.Rects = NULL; |
| } |
| |
| // End packing |
| stbtt_PackEnd(&spc); |
| buf_rects.clear(); |
| |
| // 9. Setup ImFont and glyphs for runtime |
| for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) |
| { |
| // When merging fonts with MergeMode=true: |
| // - We can have multiple input fonts writing into a same destination font. |
| // - dst_font->ConfigData is != from cfg which is our source configuration. |
| ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; |
| ImFontConfig& cfg = atlas->ConfigData[src_i]; |
| ImFont* dst_font = cfg.DstFont; |
| |
| const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); |
| int unscaled_ascent, unscaled_descent, unscaled_line_gap; |
| stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); |
| |
| const float ascent = ImCeil(unscaled_ascent * font_scale); |
| const float descent = ImFloor(unscaled_descent * font_scale); |
| ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); |
| const float font_off_x = cfg.GlyphOffset.x; |
| const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); |
| |
| const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; |
| |
| for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) |
| { |
| // Register glyph |
| const int codepoint = src_tmp.GlyphsList[glyph_i]; |
| const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; |
| stbtt_aligned_quad q; |
| float unused_x = 0.0f, unused_y = 0.0f; |
| stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); |
| float x0 = q.x0 * inv_rasterization_scale + font_off_x; |
| float y0 = q.y0 * inv_rasterization_scale + font_off_y; |
| float x1 = q.x1 * inv_rasterization_scale + font_off_x; |
| float y1 = q.y1 * inv_rasterization_scale + font_off_y; |
| dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); |
| } |
| } |
| |
| // Cleanup |
| src_tmp_array.clear_destruct(); |
| |
| ImFontAtlasBuildFinish(atlas); |
| return true; |
| } |
| |
| const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() |
| { |
| static ImFontBuilderIO io; |
| io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; |
| return &io; |
| } |
| |
| #endif // IMGUI_ENABLE_STB_TRUETYPE |
| |
| void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) |
| { |
| for (ImFontConfig& font_cfg : atlas->ConfigData) |
| { |
| ImFont* font = font_cfg.DstFont; |
| if (!font_cfg.MergeMode) |
| { |
| font->ConfigData = &font_cfg; |
| font->ConfigDataCount = 0; |
| } |
| font->ConfigDataCount++; |
| } |
| } |
| |
| void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) |
| { |
| if (!font_config->MergeMode) |
| { |
| font->ClearOutputData(); |
| font->FontSize = font_config->SizePixels; |
| IM_ASSERT(font->ConfigData == font_config); |
| font->ContainerAtlas = atlas; |
| font->Ascent = ascent; |
| font->Descent = descent; |
| } |
| } |
| |
| void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) |
| { |
| stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; |
| IM_ASSERT(pack_context != NULL); |
| |
| ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects; |
| IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. |
| #ifdef __GNUC__ |
| if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) |
| #endif |
| |
| ImVector<stbrp_rect> pack_rects; |
| pack_rects.resize(user_rects.Size); |
| memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); |
| for (int i = 0; i < user_rects.Size; i++) |
| { |
| pack_rects[i].w = user_rects[i].Width; |
| pack_rects[i].h = user_rects[i].Height; |
| } |
| stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); |
| for (int i = 0; i < pack_rects.Size; i++) |
| if (pack_rects[i].was_packed) |
| { |
| user_rects[i].X = (unsigned short)pack_rects[i].x; |
| user_rects[i].Y = (unsigned short)pack_rects[i].y; |
| IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); |
| atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); |
| } |
| } |
| |
| void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) |
| { |
| IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); |
| IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); |
| unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); |
| for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) |
| for (int off_x = 0; off_x < w; off_x++) |
| out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; |
| } |
| |
| void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) |
| { |
| IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); |
| IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); |
| unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); |
| for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) |
| for (int off_x = 0; off_x < w; off_x++) |
| out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; |
| } |
| |
| static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) |
| { |
| ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); |
| IM_ASSERT(r->IsPacked()); |
| |
| const int w = atlas->TexWidth; |
| if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) |
| { |
| // Render/copy pixels |
| IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); |
| const int x_for_white = r->X; |
| const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; |
| if (atlas->TexPixelsAlpha8 != NULL) |
| { |
| ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); |
| ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); |
| } |
| else |
| { |
| ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); |
| ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); |
| } |
| } |
| else |
| { |
| // Render 4 white pixels |
| IM_ASSERT(r->Width == 2 && r->Height == 2); |
| const int offset = (int)r->X + (int)r->Y * w; |
| if (atlas->TexPixelsAlpha8 != NULL) |
| { |
| atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; |
| } |
| else |
| { |
| atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; |
| } |
| } |
| atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); |
| } |
| |
| static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) |
| { |
| if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) |
| return; |
| |
| // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them |
| ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); |
| IM_ASSERT(r->IsPacked()); |
| for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row |
| { |
| // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle |
| unsigned int y = n; |
| unsigned int line_width = n; |
| unsigned int pad_left = (r->Width - line_width) / 2; |
| unsigned int pad_right = r->Width - (pad_left + line_width); |
| |
| // Write each slice |
| IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels |
| if (atlas->TexPixelsAlpha8 != NULL) |
| { |
| unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; |
| for (unsigned int i = 0; i < pad_left; i++) |
| *(write_ptr + i) = 0x00; |
| |
| for (unsigned int i = 0; i < line_width; i++) |
| *(write_ptr + pad_left + i) = 0xFF; |
| |
| for (unsigned int i = 0; i < pad_right; i++) |
| *(write_ptr + pad_left + line_width + i) = 0x00; |
| } |
| else |
| { |
| unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; |
| for (unsigned int i = 0; i < pad_left; i++) |
| *(write_ptr + i) = IM_COL32(255, 255, 255, 0); |
| |
| for (unsigned int i = 0; i < line_width; i++) |
| *(write_ptr + pad_left + i) = IM_COL32_WHITE; |
| |
| for (unsigned int i = 0; i < pad_right; i++) |
| *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); |
| } |
| |
| // Calculate UVs for this line |
| ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; |
| ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; |
| float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts |
| atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); |
| } |
| } |
| |
| // Register the rectangles we need for the rounded corner images |
| static void ImFontAtlasBuildRegisterShadowCustomRects(ImFontAtlas* atlas) |
| { |
| if (atlas->ShadowRectIds[0] >= 0) |
| return; |
| |
| // ShadowRectIds[0] is the rectangle for rectangular shadows |
| // ShadowRectIds[1] is the rectangle for convex shadows |
| |
| // The actual size we want to reserve, including padding |
| const ImFontAtlasShadowTexConfig* shadow_cfg = &atlas->ShadowTexConfig; |
| const unsigned int effective_size = shadow_cfg->CalcRectTexSize() + shadow_cfg->GetRectTexPadding(); |
| atlas->ShadowRectIds[0] = atlas->AddCustomRectRegular(effective_size, effective_size); |
| atlas->ShadowRectIds[1] = atlas->AddCustomRectRegular(shadow_cfg->CalcConvexTexWidth() + shadow_cfg->GetConvexTexPadding(), shadow_cfg->CalcConvexTexHeight() + shadow_cfg->GetConvexTexPadding()); |
| } |
| |
| // Calculates the signed distance from sample_pos to the nearest point on the rectangle defined by rect_min->rect_max |
| static float DistanceFromRectangle(const ImVec2& sample_pos, const ImVec2& rect_min, const ImVec2& rect_max) |
| { |
| ImVec2 rect_centre = (rect_min + rect_max) * 0.5f; |
| ImVec2 rect_half_size = (rect_max - rect_min) * 0.5f; |
| ImVec2 local_sample_pos = sample_pos - rect_centre; |
| ImVec2 axis_dist = ImVec2(ImFabs(local_sample_pos.x), ImFabs(local_sample_pos.y)) - rect_half_size; |
| float out_dist = ImLength(ImVec2(ImMax(axis_dist.x, 0.0f), ImMax(axis_dist.y, 0.0f)), 0.00001f); |
| float in_dist = ImMin(ImMax(axis_dist.x, axis_dist.y), 0.0f); |
| return out_dist + in_dist; |
| } |
| |
| // Calculates the signed distance from sample_pos to the point given |
| static float DistanceFromPoint(const ImVec2& sample_pos, const ImVec2& point) |
| { |
| return ImLength(sample_pos - point, 0.0f); |
| } |
| |
| // Perform a single Gaussian blur pass with a fixed kernel size and sigma |
| static void GaussianBlurPass(float* src, float* dest, int size, bool horizontal) |
| { |
| // See http://dev.theomader.com/gaussian-kernel-calculator/ |
| const float coefficients[] = { 0.0f, 0.0f, 0.000003f, 0.000229f, 0.005977f, 0.060598f, 0.24173f, 0.382925f, 0.24173f, 0.060598f, 0.005977f, 0.000229f, 0.000003f, 0.0f, 0.0f }; |
| const int kernel_size = IM_ARRAYSIZE(coefficients); |
| const int sample_step = horizontal ? 1 : size; |
| |
| float* read_ptr = src; |
| float* write_ptr = dest; |
| for (int y = 0; y < size; y++) |
| for (int x = 0; x < size; x++) |
| { |
| float result = 0.0f; |
| int current_offset = (horizontal ? x : y) - ((kernel_size - 1) >> 1); |
| float* sample_ptr = read_ptr - (((kernel_size - 1) >> 1) * sample_step); |
| for (int j = 0; j < kernel_size; j++) |
| { |
| if (current_offset >= 0 && current_offset < size) |
| result += (*sample_ptr) * coefficients[j]; |
| current_offset++; |
| sample_ptr += sample_step; |
| } |
| read_ptr++; |
| *(write_ptr++) = result; |
| } |
| } |
| |
| // Perform an in-place Gaussian blur of a square array of floats with a fixed kernel size and sigma |
| // Uses a stack allocation for the temporary data so potentially dangerous with large size values |
| static void GaussianBlur(float* data, int size) |
| { |
| // Do two passes, one from data into temp and then the second back to data again |
| float* temp = (float*)alloca(size * size * sizeof(float)); |
| GaussianBlurPass(data, temp, size, true); |
| GaussianBlurPass(temp, data, size, false); |
| } |
| |
| // Generate the actual pixel data for rounded corners in the atlas |
| static void ImFontAtlasBuildRenderShadowTexData(ImFontAtlas* atlas) |
| { |
| IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); |
| IM_ASSERT(atlas->ShadowRectIds[0] >= 0 && atlas->ShadowRectIds[1] >= 0); |
| |
| // Because of the blur, we have to generate the full 3x3 texture here, and then we chop that down to just the 2x2 section we need later. |
| // 'size' correspond to the our 3x3 size, whereas 'shadow_tex_size' correspond to our 2x2 version where duplicate mirrored corners are not stored. |
| const ImFontAtlasShadowTexConfig* shadow_cfg = &atlas->ShadowTexConfig; |
| |
| // The rectangular shadow texture |
| { |
| const int size = shadow_cfg->TexCornerSize + shadow_cfg->TexEdgeSize + shadow_cfg->TexCornerSize; |
| const int corner_size = shadow_cfg->TexCornerSize; |
| const int edge_size = shadow_cfg->TexEdgeSize; |
| |
| // The bounds of the rectangle we are generating the shadow from |
| const ImVec2 shadow_rect_min((float)corner_size, (float)corner_size); |
| const ImVec2 shadow_rect_max((float)(corner_size + edge_size), (float)(corner_size + edge_size)); |
| |
| // Remove the padding we added |
| ImFontAtlasCustomRect r = atlas->CustomRects[atlas->ShadowRectIds[0]]; |
| const int padding = shadow_cfg->GetRectTexPadding(); |
| r.X += (unsigned short)padding; |
| r.Y += (unsigned short)padding; |
| r.Width -= (unsigned short)padding * 2; |
| r.Height -= (unsigned short)padding * 2; |
| |
| // Generate distance field |
| // We draw the actual texture content by evaluating the distance field for the inner rectangle |
| float* tex_data = (float*)alloca(size * size * sizeof(float)); |
| for (int y = 0; y < size; y++) |
| for (int x = 0; x < size; x++) |
| { |
| float dist = DistanceFromRectangle(ImVec2((float)x, (float)y), shadow_rect_min, shadow_rect_max); |
| float alpha = 1.0f - ImMin(ImMax(dist + shadow_cfg->TexDistanceFieldOffset, 0.0f) / ImMax(shadow_cfg->TexCornerSize + shadow_cfg->TexDistanceFieldOffset, 0.001f), 1.0f); |
| alpha = ImPow(alpha, shadow_cfg->TexFalloffPower); // Apply power curve to give a nicer falloff |
| tex_data[x + (y * size)] = alpha; |
| } |
| |
| // Blur |
| if (shadow_cfg->TexBlur) |
| GaussianBlur(tex_data, size); |
| |
| // Copy to texture, truncating to the actual required texture size (the bottom/right of the source data is chopped off, as we don't need it - see below). The truncated size is essentially the top 2x2 of our data, plus a little bit of padding for sampling. |
| const int tex_w = atlas->TexWidth; |
| const int shadow_tex_size = shadow_cfg->CalcRectTexSize(); |
| for (int y = 0; y < shadow_tex_size; y++) |
| for (int x = 0; x < shadow_tex_size; x++) |
| { |
| const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w; |
| const float alpha_f = tex_data[x + (y * size)]; |
| const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f); |
| if (atlas->TexPixelsAlpha8) |
| atlas->TexPixelsAlpha8[offset] = alpha_8; |
| else |
| atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8); |
| } |
| |
| // Generate UVs for each of the nine sections, which are arranged in a 3x3 grid starting from 0 in the top-left and going across then down |
| for (int i = 0; i < 9; i++) |
| { |
| // The third row/column of the 3x3 grid are generated by flipping the appropriate chunks of the upper 2x2 grid. |
| bool flip_h = false; // Do we need to flip the UVs horizontally? |
| bool flip_v = false; // Do we need to flip the UVs vertically? |
| |
| ImFontAtlasCustomRect sub_rect = r; |
| switch (i % 3) |
| { |
| case 0: sub_rect.Width = (unsigned short)corner_size; break; |
| case 1: sub_rect.X += (unsigned short)corner_size; sub_rect.Width = (unsigned short)edge_size; break; |
| case 2: sub_rect.Width = (unsigned short)corner_size; flip_h = true; break; |
| } |
| |
| switch (i / 3) |
| { |
| case 0: sub_rect.Height = (unsigned short)corner_size; break; |
| case 1: sub_rect.Y += (unsigned short)corner_size; sub_rect.Height = (unsigned short)edge_size; break; |
| case 2: sub_rect.Height = (unsigned short)corner_size; flip_v = true; break; |
| } |
| |
| ImVec2 uv0, uv1; |
| atlas->CalcCustomRectUV(&sub_rect, &uv0, &uv1); |
| atlas->ShadowRectUvs[i] = ImVec4(flip_h ? uv1.x : uv0.x, flip_v ? uv1.y : uv0.y, flip_h ? uv0.x : uv1.x, flip_v ? uv0.y : uv1.y); |
| } |
| } |
| |
| // The convex shape shadow texture |
| { |
| const int size = shadow_cfg->TexCornerSize * 2; |
| const int padding = shadow_cfg->GetConvexTexPadding(); |
| |
| // Generate distance field |
| // We draw the actual texture content by evaluating the distance field for the distance from a center point |
| ImFontAtlasCustomRect r = atlas->CustomRects[atlas->ShadowRectIds[1]]; |
| ImVec2 center_point(size * 0.5f, size * 0.5f); |
| float* tex_data = (float*)alloca(size * size * sizeof(float)); |
| for (int y = 0; y < size; y++) |
| for (int x = 0; x < size; x++) |
| { |
| float dist = DistanceFromPoint(ImVec2((float)x, (float)y), center_point); |
| float alpha = 1.0f - ImMin(ImMax((float)dist + shadow_cfg->TexDistanceFieldOffset, 0.0f) / ImMax((float)shadow_cfg->TexCornerSize + shadow_cfg->TexDistanceFieldOffset, 0.001f), 1.0f); |
| alpha = ImPow(alpha, shadow_cfg->TexFalloffPower); // Apply power curve to give a nicer falloff |
| tex_data[x + (y * size)] = alpha; |
| } |
| |
| // Blur |
| if (shadow_cfg->TexBlur) |
| GaussianBlur(tex_data, size); |
| |
| // Copy to texture, truncating to the actual required texture size (the bottom/right of the source data is chopped off, as we don't need it - see below) |
| // We push the data down and right by the amount we padded the top of the texture (see CalcConvexTexWidth/CalcConvexTexHeight) for details |
| const int padded_size = (int)(shadow_cfg->TexCornerSize / ImCos(IM_PI * 0.25f)); |
| const int src_x_offset = padding + (padded_size - shadow_cfg->TexCornerSize); |
| const int src_y_offset = padding + (padded_size - shadow_cfg->TexCornerSize); |
| |
| const int tex_width = shadow_cfg->CalcConvexTexWidth(); |
| const int tex_height = shadow_cfg->CalcConvexTexHeight(); |
| const int tex_w = atlas->TexWidth; |
| for (int y = 0; y < tex_height; y++) |
| for (int x = 0; x < tex_width; x++) |
| { |
| const int src_x = ImClamp(x - src_x_offset, 0, size - 1); |
| const int src_y = ImClamp(y - src_y_offset, 0, size - 1); |
| const float alpha_f = tex_data[src_x + (src_y * size)]; |
| const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f); |
| const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w; |
| if (atlas->TexPixelsAlpha8) |
| atlas->TexPixelsAlpha8[offset] = alpha_8; |
| else |
| atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8); |
| } |
| |
| // Remove the padding we added |
| r.X += (unsigned short)padding; |
| r.Y += (unsigned short)padding; |
| r.Width = (unsigned short)(tex_width - (padding * 2)); |
| r.Height = (unsigned short)(tex_height - (padding * 2)); |
| |
| // Generate UVs |
| ImVec2 uv0, uv1; |
| atlas->CalcCustomRectUV(&r, &uv0, &uv1); |
| atlas->ShadowRectUvs[9] = ImVec4(uv0.x, uv0.y, uv1.x, uv1.y); |
| } |
| } |
| |
| // Note: this is called / shared by both the stb_truetype and the FreeType builder |
| void ImFontAtlasBuildInit(ImFontAtlas* atlas) |
| { |
| // Round font size |
| // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. |
| // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. |
| // - We may support it better later and remove this rounding. |
| for (ImFontConfig& cfg : atlas->ConfigData) |
| cfg.SizePixels = ImTrunc(cfg.SizePixels); |
| |
| // Register texture region for mouse cursors or standard white pixels |
| if (atlas->PackIdMouseCursors < 0) |
| { |
| if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) |
| atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); |
| else |
| atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); |
| } |
| |
| // Register texture region for thick lines |
| // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row |
| if (atlas->PackIdLines < 0) |
| { |
| if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) |
| atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); |
| } |
| |
| ImFontAtlasBuildRegisterShadowCustomRects(atlas); |
| } |
| |
| // This is called/shared by both the stb_truetype and the FreeType builder. |
| void ImFontAtlasBuildFinish(ImFontAtlas* atlas) |
| { |
| // Render into our custom data blocks |
| IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); |
| ImFontAtlasBuildRenderDefaultTexData(atlas); |
| ImFontAtlasBuildRenderLinesTexData(atlas); |
| ImFontAtlasBuildRenderShadowTexData(atlas); |
| |
| // Register custom rectangle glyphs |
| for (int i = 0; i < atlas->CustomRects.Size; i++) |
| { |
| const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; |
| if (r->Font == NULL || r->GlyphID == 0) |
| continue; |
| |
| // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH |
| IM_ASSERT(r->Font->ContainerAtlas == atlas); |
| ImVec2 uv0, uv1; |
| atlas->CalcCustomRectUV(r, &uv0, &uv1); |
| r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); |
| if (r->GlyphColored) |
| r->Font->Glyphs.back().Colored = 1; |
| } |
| |
| // Build all fonts lookup tables |
| for (ImFont* font : atlas->Fonts) |
| if (font->DirtyLookupTables) |
| font->BuildLookupTable(); |
| |
| atlas->TexReady = true; |
| } |
| |
| // Retrieve list of range (2 int per range, values are inclusive) |
| const ImWchar* ImFontAtlas::GetGlyphRangesDefault() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesGreek() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x0370, 0x03FF, // Greek and Coptic |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesKorean() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x3131, 0x3163, // Korean alphabets |
| 0xAC00, 0xD7A3, // Korean characters |
| 0xFFFD, 0xFFFD, // Invalid |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x2000, 0x206F, // General Punctuation |
| 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana |
| 0x31F0, 0x31FF, // Katakana Phonetic Extensions |
| 0xFF00, 0xFFEF, // Half-width characters |
| 0xFFFD, 0xFFFD, // Invalid |
| 0x4e00, 0x9FAF, // CJK Ideograms |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) |
| { |
| for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) |
| { |
| out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); |
| base_codepoint += accumulative_offsets[n]; |
| } |
| out_ranges[0] = 0; |
| } |
| |
| //------------------------------------------------------------------------- |
| // [SECTION] ImFontAtlas glyph ranges helpers |
| //------------------------------------------------------------------------- |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() |
| { |
| // Store 2500 regularly used characters for Simplified Chinese. |
| // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 |
| // This table covers 97.97% of all characters used during the month in July, 1987. |
| // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. |
| // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) |
| static const short accumulative_offsets_from_0x4E00[] = |
| { |
| 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, |
| 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, |
| 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, |
| 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, |
| 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, |
| 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, |
| 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, |
| 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, |
| 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, |
| 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, |
| 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, |
| 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, |
| 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, |
| 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, |
| 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, |
| 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, |
| 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, |
| 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, |
| 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, |
| 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, |
| 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, |
| 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, |
| 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, |
| 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, |
| 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, |
| 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, |
| 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, |
| 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, |
| 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, |
| 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, |
| 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, |
| 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, |
| 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, |
| 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, |
| 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, |
| 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, |
| 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, |
| 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, |
| 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, |
| 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 |
| }; |
| static ImWchar base_ranges[] = // not zero-terminated |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x2000, 0x206F, // General Punctuation |
| 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana |
| 0x31F0, 0x31FF, // Katakana Phonetic Extensions |
| 0xFF00, 0xFFEF, // Half-width characters |
| 0xFFFD, 0xFFFD // Invalid |
| }; |
| static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; |
| if (!full_ranges[0]) |
| { |
| memcpy(full_ranges, base_ranges, sizeof(base_ranges)); |
| UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); |
| } |
| return &full_ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() |
| { |
| // 2999 ideograms code points for Japanese |
| // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points |
| // - 863 Jinmeiyo (meaning "for personal name") Kanji code points |
| // - Sourced from official information provided by the government agencies of Japan: |
| // - List of Joyo Kanji by the Agency for Cultural Affairs |
| // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ |
| // - List of Jinmeiyo Kanji by the Ministry of Justice |
| // - http://www.moj.go.jp/MINJI/minji86.html |
| // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). |
| // - https://creativecommons.org/licenses/by/4.0/legalcode |
| // - You can generate this code by the script at: |
| // - https://github.com/vaiorabbit/everyday_use_kanji |
| // - References: |
| // - List of Joyo Kanji |
| // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji |
| // - List of Jinmeiyo Kanji |
| // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji |
| // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. |
| // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. |
| // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) |
| static const short accumulative_offsets_from_0x4E00[] = |
| { |
| 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, |
| 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, |
| 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, |
| 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, |
| 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, |
| 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, |
| 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, |
| 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, |
| 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, |
| 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, |
| 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, |
| 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, |
| 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, |
| 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, |
| 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, |
| 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, |
| 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, |
| 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, |
| 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, |
| 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, |
| 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, |
| 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, |
| 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, |
| 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, |
| 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, |
| 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, |
| 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, |
| 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, |
| 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, |
| 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, |
| 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, |
| 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, |
| 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, |
| 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, |
| 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, |
| 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, |
| 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, |
| 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, |
| 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, |
| 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, |
| 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, |
| 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, |
| 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, |
| 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, |
| 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, |
| 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, |
| 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, |
| 3,2,1,1,1,1,2,1,1, |
| }; |
| static ImWchar base_ranges[] = // not zero-terminated |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana |
| 0x31F0, 0x31FF, // Katakana Phonetic Extensions |
| 0xFF00, 0xFFEF, // Half-width characters |
| 0xFFFD, 0xFFFD // Invalid |
| }; |
| static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; |
| if (!full_ranges[0]) |
| { |
| memcpy(full_ranges, base_ranges, sizeof(base_ranges)); |
| UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); |
| } |
| return &full_ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin + Latin Supplement |
| 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement |
| 0x2DE0, 0x2DFF, // Cyrillic Extended-A |
| 0xA640, 0xA69F, // Cyrillic Extended-B |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesThai() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin |
| 0x2010, 0x205E, // Punctuations |
| 0x0E00, 0x0E7F, // Thai |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() |
| { |
| static const ImWchar ranges[] = |
| { |
| 0x0020, 0x00FF, // Basic Latin |
| 0x0102, 0x0103, |
| 0x0110, 0x0111, |
| 0x0128, 0x0129, |
| 0x0168, 0x0169, |
| 0x01A0, 0x01A1, |
| 0x01AF, 0x01B0, |
| 0x1EA0, 0x1EF9, |
| 0, |
| }; |
| return &ranges[0]; |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImFontGlyphRangesBuilder |
| //----------------------------------------------------------------------------- |
| |
| void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) |
| { |
| while (text_end ? (text < text_end) : *text) |
| { |
| unsigned int c = 0; |
| int c_len = ImTextCharFromUtf8(&c, text, text_end); |
| text += c_len; |
| if (c_len == 0) |
| break; |
| AddChar((ImWchar)c); |
| } |
| } |
| |
| void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) |
| { |
| for (; ranges[0]; ranges += 2) |
| for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 |
| AddChar((ImWchar)c); |
| } |
| |
| void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges) |
| { |
| const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; |
| for (int n = 0; n <= max_codepoint; n++) |
| if (GetBit(n)) |
| { |
| out_ranges->push_back((ImWchar)n); |
| while (n < max_codepoint && GetBit(n + 1)) |
| n++; |
| out_ranges->push_back((ImWchar)n); |
| } |
| out_ranges->push_back(0); |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImFont |
| //----------------------------------------------------------------------------- |
| |
| ImFont::ImFont() |
| { |
| FontSize = 0.0f; |
| FallbackAdvanceX = 0.0f; |
| FallbackChar = (ImWchar)-1; |
| EllipsisChar = (ImWchar)-1; |
| EllipsisWidth = EllipsisCharStep = 0.0f; |
| EllipsisCharCount = 0; |
| FallbackGlyph = NULL; |
| ContainerAtlas = NULL; |
| ConfigData = NULL; |
| ConfigDataCount = 0; |
| DirtyLookupTables = false; |
| Scale = 1.0f; |
| Ascent = Descent = 0.0f; |
| MetricsTotalSurface = 0; |
| memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); |
| } |
| |
| ImFont::~ImFont() |
| { |
| ClearOutputData(); |
| } |
| |
| void ImFont::ClearOutputData() |
| { |
| FontSize = 0.0f; |
| FallbackAdvanceX = 0.0f; |
| Glyphs.clear(); |
| IndexAdvanceX.clear(); |
| IndexLookup.clear(); |
| FallbackGlyph = NULL; |
| ContainerAtlas = NULL; |
| DirtyLookupTables = true; |
| Ascent = Descent = 0.0f; |
| MetricsTotalSurface = 0; |
| memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); |
| } |
| |
| static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) |
| { |
| for (int n = 0; n < candidate_chars_count; n++) |
| if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) |
| return candidate_chars[n]; |
| return (ImWchar)-1; |
| } |
| |
| void ImFont::BuildLookupTable() |
| { |
| int max_codepoint = 0; |
| for (int i = 0; i != Glyphs.Size; i++) |
| max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); |
| |
| // Build lookup table |
| IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); |
| IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved |
| IndexAdvanceX.clear(); |
| IndexLookup.clear(); |
| DirtyLookupTables = false; |
| memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); |
| GrowIndex(max_codepoint + 1); |
| for (int i = 0; i < Glyphs.Size; i++) |
| { |
| int codepoint = (int)Glyphs[i].Codepoint; |
| IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; |
| IndexLookup[codepoint] = (ImWchar)i; |
| |
| // Mark 4K page as used |
| const int page_n = codepoint / 4096; |
| Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); |
| } |
| |
| // Create a glyph to handle TAB |
| // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) |
| if (FindGlyph((ImWchar)' ')) |
| { |
| if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) |
| Glyphs.resize(Glyphs.Size + 1); |
| ImFontGlyph& tab_glyph = Glyphs.back(); |
| tab_glyph = *FindGlyph((ImWchar)' '); |
| tab_glyph.Codepoint = '\t'; |
| tab_glyph.AdvanceX *= IM_TABSIZE; |
| IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; |
| IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); |
| } |
| |
| // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) |
| SetGlyphVisible((ImWchar)' ', false); |
| SetGlyphVisible((ImWchar)'\t', false); |
| |
| // Setup Fallback character |
| const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; |
| FallbackGlyph = FindGlyphNoFallback(FallbackChar); |
| if (FallbackGlyph == NULL) |
| { |
| FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); |
| FallbackGlyph = FindGlyphNoFallback(FallbackChar); |
| if (FallbackGlyph == NULL) |
| { |
| FallbackGlyph = &Glyphs.back(); |
| FallbackChar = (ImWchar)FallbackGlyph->Codepoint; |
| } |
| } |
| FallbackAdvanceX = FallbackGlyph->AdvanceX; |
| for (int i = 0; i < max_codepoint + 1; i++) |
| if (IndexAdvanceX[i] < 0.0f) |
| IndexAdvanceX[i] = FallbackAdvanceX; |
| |
| // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). |
| // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. |
| // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. |
| const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; |
| const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; |
| if (EllipsisChar == (ImWchar)-1) |
| EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); |
| const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); |
| if (EllipsisChar != (ImWchar)-1) |
| { |
| EllipsisCharCount = 1; |
| EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; |
| } |
| else if (dot_char != (ImWchar)-1) |
| { |
| const ImFontGlyph* glyph = FindGlyph(dot_char); |
| EllipsisChar = dot_char; |
| EllipsisCharCount = 3; |
| EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; |
| EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; |
| } |
| } |
| |
| // API is designed this way to avoid exposing the 4K page size |
| // e.g. use with IsGlyphRangeUnused(0, 255) |
| bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) |
| { |
| unsigned int page_begin = (c_begin / 4096); |
| unsigned int page_last = (c_last / 4096); |
| for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) |
| if ((page_n >> 3) < sizeof(Used4kPagesMap)) |
| if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) |
| return false; |
| return true; |
| } |
| |
| void ImFont::SetGlyphVisible(ImWchar c, bool visible) |
| { |
| if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) |
| glyph->Visible = visible ? 1 : 0; |
| } |
| |
| void ImFont::GrowIndex(int new_size) |
| { |
| IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); |
| if (new_size <= IndexLookup.Size) |
| return; |
| IndexAdvanceX.resize(new_size, -1.0f); |
| IndexLookup.resize(new_size, (ImWchar)-1); |
| } |
| |
| // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. |
| // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). |
| // 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. |
| void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) |
| { |
| if (cfg != NULL) |
| { |
| // Clamp & recenter if needed |
| const float advance_x_original = advance_x; |
| advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); |
| if (advance_x != advance_x_original) |
| { |
| float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; |
| x0 += char_off_x; |
| x1 += char_off_x; |
| } |
| |
| // Snap to pixel |
| if (cfg->PixelSnapH) |
| advance_x = IM_ROUND(advance_x); |
| |
| // Bake spacing |
| advance_x += cfg->GlyphExtraSpacing.x; |
| } |
| |
| Glyphs.resize(Glyphs.Size + 1); |
| ImFontGlyph& glyph = Glyphs.back(); |
| glyph.Codepoint = (unsigned int)codepoint; |
| glyph.Visible = (x0 != x1) && (y0 != y1); |
| glyph.Colored = false; |
| glyph.X0 = x0; |
| glyph.Y0 = y0; |
| glyph.X1 = x1; |
| glyph.Y1 = y1; |
| glyph.U0 = u0; |
| glyph.V0 = v0; |
| glyph.U1 = u1; |
| glyph.V1 = v1; |
| glyph.AdvanceX = advance_x; |
| |
| // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) |
| // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. |
| float pad = ContainerAtlas->TexGlyphPadding + 0.99f; |
| DirtyLookupTables = true; |
| MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); |
| } |
| |
| void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) |
| { |
| IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. |
| unsigned int index_size = (unsigned int)IndexLookup.Size; |
| |
| if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists |
| return; |
| if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op |
| return; |
| |
| GrowIndex(dst + 1); |
| IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; |
| IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; |
| } |
| |
| const ImFontGlyph* ImFont::FindGlyph(ImWchar c) |
| { |
| if (c >= (size_t)IndexLookup.Size) |
| return FallbackGlyph; |
| const ImWchar i = IndexLookup.Data[c]; |
| if (i == (ImWchar)-1) |
| return FallbackGlyph; |
| return &Glyphs.Data[i]; |
| } |
| |
| const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) |
| { |
| if (c >= (size_t)IndexLookup.Size) |
| return NULL; |
| const ImWchar i = IndexLookup.Data[c]; |
| if (i == (ImWchar)-1) |
| return NULL; |
| return &Glyphs.Data[i]; |
| } |
| |
| // Trim trailing space and find beginning of next line |
| static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) |
| { |
| while (text < text_end && ImCharIsBlankA(*text)) |
| text++; |
| if (*text == '\n') |
| text++; |
| return text; |
| } |
| |
| #define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) |
| |
| // Simple word-wrapping for English, not full-featured. Please submit failing cases! |
| // This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. |
| // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) |
| const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) |
| { |
| // For references, possible wrap point marked with ^ |
| // "aaa bbb, ccc,ddd. eee fff. ggg!" |
| // ^ ^ ^ ^ ^__ ^ ^ |
| |
| // List of hardcoded separators: .,;!?'" |
| |
| // Skip extra blanks after a line returns (that includes not counting them in width computation) |
| // e.g. "Hello world" --> "Hello" "World" |
| |
| // Cut words that cannot possibly fit within one line. |
| // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" |
| float line_width = 0.0f; |
| float word_width = 0.0f; |
| float blank_width = 0.0f; |
| wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters |
| |
| const char* word_end = text; |
| const char* prev_word_end = NULL; |
| bool inside_word = true; |
| |
| const char* s = text; |
| IM_ASSERT(text_end != NULL); |
| while (s < text_end) |
| { |
| unsigned int c = (unsigned int)*s; |
| const char* next_s; |
| if (c < 0x80) |
| next_s = s + 1; |
| else |
| next_s = s + ImTextCharFromUtf8(&c, s, text_end); |
| |
| if (c < 32) |
| { |
| if (c == '\n') |
| { |
| line_width = word_width = blank_width = 0.0f; |
| inside_word = true; |
| s = next_s; |
| continue; |
| } |
| if (c == '\r') |
| { |
| s = next_s; |
| continue; |
| } |
| } |
| |
| const float char_width = ImFontGetCharAdvanceX(this, c); |
| if (ImCharIsBlankW(c)) |
| { |
| if (inside_word) |
| { |
| line_width += blank_width; |
| blank_width = 0.0f; |
| word_end = s; |
| } |
| blank_width += char_width; |
| inside_word = false; |
| } |
| else |
| { |
| word_width += char_width; |
| if (inside_word) |
| { |
| word_end = next_s; |
| } |
| else |
| { |
| prev_word_end = word_end; |
| line_width += word_width + blank_width; |
| word_width = blank_width = 0.0f; |
| } |
| |
| // Allow wrapping after punctuation. |
| inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); |
| } |
| |
| // We ignore blank width at the end of the line (they can be skipped) |
| if (line_width + word_width > wrap_width) |
| { |
| // Words that cannot possibly fit within an entire line will be cut anywhere. |
| if (word_width < wrap_width) |
| s = prev_word_end ? prev_word_end : word_end; |
| break; |
| } |
| |
| s = next_s; |
| } |
| |
| // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. |
| // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). |
| if (s == text && text < text_end) |
| return s + 1; |
| return s; |
| } |
| |
| ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) |
| { |
| if (!text_end) |
| text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. |
| |
| const float line_height = size; |
| const float scale = size / FontSize; |
| |
| ImVec2 text_size = ImVec2(0, 0); |
| float line_width = 0.0f; |
| |
| const bool word_wrap_enabled = (wrap_width > 0.0f); |
| const char* word_wrap_eol = NULL; |
| |
| const char* s = text_begin; |
| while (s < text_end) |
| { |
| if (word_wrap_enabled) |
| { |
| // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. |
| if (!word_wrap_eol) |
| word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); |
| |
| if (s >= word_wrap_eol) |
| { |
| if (text_size.x < line_width) |
| text_size.x = line_width; |
| text_size.y += line_height; |
| line_width = 0.0f; |
| word_wrap_eol = NULL; |
| s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks |
| continue; |
| } |
| } |
| |
| // Decode and advance source |
| const char* prev_s = s; |
| unsigned int c = (unsigned int)*s; |
| if (c < 0x80) |
| s += 1; |
| else |
| s += ImTextCharFromUtf8(&c, s, text_end); |
| |
| if (c < 32) |
| { |
| if (c == '\n') |
| { |
| text_size.x = ImMax(text_size.x, line_width); |
| text_size.y += line_height; |
| line_width = 0.0f; |
| continue; |
| } |
| if (c == '\r') |
| continue; |
| } |
| |
| const float char_width = ImFontGetCharAdvanceX(this, c) * scale; |
| if (line_width + char_width >= max_width) |
| { |
| s = prev_s; |
| break; |
| } |
| |
| line_width += char_width; |
| } |
| |
| if (text_size.x < line_width) |
| text_size.x = line_width; |
| |
| if (line_width > 0 || text_size.y == 0.0f) |
| text_size.y += line_height; |
| |
| if (remaining) |
| *remaining = s; |
| |
| return text_size; |
| } |
| |
| // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. |
| void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) |
| { |
| const ImFontGlyph* glyph = FindGlyph(c); |
| if (!glyph || !glyph->Visible) |
| return; |
| if (glyph->Colored) |
| col |= ~IM_COL32_A_MASK; |
| float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; |
| float x = IM_TRUNC(pos.x); |
| float y = IM_TRUNC(pos.y); |
| draw_list->PrimReserve(6, 4); |
| draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); |
| } |
| |
| // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. |
| void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) |
| { |
| if (!text_end) |
| text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. |
| |
| // Align to be pixel perfect |
| float x = IM_TRUNC(pos.x); |
| float y = IM_TRUNC(pos.y); |
| if (y > clip_rect.w) |
| return; |
| |
| const float scale = size / FontSize; |
| const float line_height = FontSize * scale; |
| const float origin_x = x; |
| const bool word_wrap_enabled = (wrap_width > 0.0f); |
| |
| // Fast-forward to first visible line |
| const char* s = text_begin; |
| if (y + line_height < clip_rect.y) |
| while (y + line_height < clip_rect.y && s < text_end) |
| { |
| const char* line_end = (const char*)memchr(s, '\n', text_end - s); |
| if (word_wrap_enabled) |
| { |
| // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). |
| // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. |
| // However it is still better than nothing performing the fast-forward! |
| s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); |
| s = CalcWordWrapNextLineStartA(s, text_end); |
| } |
| else |
| { |
| s = line_end ? line_end + 1 : text_end; |
| } |
| y += line_height; |
| } |
| |
| // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() |
| // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) |
| if (text_end - s > 10000 && !word_wrap_enabled) |
| { |
| const char* s_end = s; |
| float y_end = y; |
| while (y_end < clip_rect.w && s_end < text_end) |
| { |
| s_end = (const char*)memchr(s_end, '\n', text_end - s_end); |
| s_end = s_end ? s_end + 1 : text_end; |
| y_end += line_height; |
| } |
| text_end = s_end; |
| } |
| if (s == text_end) |
| return; |
| |
| // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) |
| const int vtx_count_max = (int)(text_end - s) * 4; |
| const int idx_count_max = (int)(text_end - s) * 6; |
| const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; |
| draw_list->PrimReserve(idx_count_max, vtx_count_max); |
| ImDrawVert* vtx_write = draw_list->_VtxWritePtr; |
| ImDrawIdx* idx_write = draw_list->_IdxWritePtr; |
| unsigned int vtx_index = draw_list->_VtxCurrentIdx; |
| |
| const ImU32 col_untinted = col | ~IM_COL32_A_MASK; |
| const char* word_wrap_eol = NULL; |
| |
| while (s < text_end) |
| { |
| if (word_wrap_enabled) |
| { |
| // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. |
| if (!word_wrap_eol) |
| word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); |
| |
| if (s >= word_wrap_eol) |
| { |
| x = origin_x; |
| y += line_height; |
| if (y > clip_rect.w) |
| break; // break out of main loop |
| word_wrap_eol = NULL; |
| s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks |
| continue; |
| } |
| } |
| |
| // Decode and advance source |
| unsigned int c = (unsigned int)*s; |
| if (c < 0x80) |
| s += 1; |
| else |
| s += ImTextCharFromUtf8(&c, s, text_end); |
| |
| if (c < 32) |
| { |
| if (c == '\n') |
| { |
| x = origin_x; |
| y += line_height; |
| if (y > clip_rect.w) |
| break; // break out of main loop |
| continue; |
| } |
| if (c == '\r') |
| continue; |
| } |
| |
| const ImFontGlyph* glyph = FindGlyph((ImWchar)c); |
| if (glyph == NULL) |
| continue; |
| |
| float char_width = glyph->AdvanceX * scale; |
| if (glyph->Visible) |
| { |
| // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w |
| float x1 = x + glyph->X0 * scale; |
| float x2 = x + glyph->X1 * scale; |
| float y1 = y + glyph->Y0 * scale; |
| float y2 = y + glyph->Y1 * scale; |
| if (x1 <= clip_rect.z && x2 >= clip_rect.x) |
| { |
| // Render a character |
| float u1 = glyph->U0; |
| float v1 = glyph->V0; |
| float u2 = glyph->U1; |
| float v2 = glyph->V1; |
| |
| // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. |
| if (cpu_fine_clip) |
| { |
| if (x1 < clip_rect.x) |
| { |
| u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); |
| x1 = clip_rect.x; |
| } |
| if (y1 < clip_rect.y) |
| { |
| v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); |
| y1 = clip_rect.y; |
| } |
| if (x2 > clip_rect.z) |
| { |
| u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); |
| x2 = clip_rect.z; |
| } |
| if (y2 > clip_rect.w) |
| { |
| v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); |
| y2 = clip_rect.w; |
| } |
| if (y1 >= y2) |
| { |
| x += char_width; |
| continue; |
| } |
| } |
| |
| // Support for untinted glyphs |
| ImU32 glyph_col = glyph->Colored ? col_untinted : col; |
| |
| // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: |
| { |
| vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; |
| vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; |
| vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; |
| vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; |
| idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); |
| idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); |
| vtx_write += 4; |
| vtx_index += 4; |
| idx_write += 6; |
| } |
| } |
| } |
| x += char_width; |
| } |
| |
| // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. |
| draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() |
| draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); |
| draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); |
| draw_list->_VtxWritePtr = vtx_write; |
| draw_list->_IdxWritePtr = idx_write; |
| draw_list->_VtxCurrentIdx = vtx_index; |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] ImGui Internal Render Helpers |
| //----------------------------------------------------------------------------- |
| // Vaguely redesigned to stop accessing ImGui global state: |
| // - RenderArrow() |
| // - RenderBullet() |
| // - RenderCheckMark() |
| // - RenderArrowPointingAt() |
| // - RenderRectFilledRangeH() |
| // - RenderRectFilledWithHole() |
| //----------------------------------------------------------------------------- |
| // Function in need of a redesign (legacy mess) |
| // - RenderColorRectWithAlphaCheckerboard() |
| //----------------------------------------------------------------------------- |
| |
| // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state |
| void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) |
| { |
| const float h = draw_list->_Data->FontSize * 1.00f; |
| float r = h * 0.40f * scale; |
| ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); |
| |
| ImVec2 a, b, c; |
| switch (dir) |
| { |
| case ImGuiDir_Up: |
| case ImGuiDir_Down: |
| if (dir == ImGuiDir_Up) r = -r; |
| a = ImVec2(+0.000f, +0.750f) * r; |
| b = ImVec2(-0.866f, -0.750f) * r; |
| c = ImVec2(+0.866f, -0.750f) * r; |
| break; |
| case ImGuiDir_Left: |
| case ImGuiDir_Right: |
| if (dir == ImGuiDir_Left) r = -r; |
| a = ImVec2(+0.750f, +0.000f) * r; |
| b = ImVec2(-0.750f, +0.866f) * r; |
| c = ImVec2(-0.750f, -0.866f) * r; |
| break; |
| case ImGuiDir_None: |
| case ImGuiDir_COUNT: |
| IM_ASSERT(0); |
| break; |
| } |
| draw_list->AddTriangleFilled(center + a, center + b, center + c, col); |
| } |
| |
| void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) |
| { |
| // FIXME-OPT: This should be baked in font. |
| draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); |
| } |
| |
| void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) |
| { |
| float thickness = ImMax(sz / 5.0f, 1.0f); |
| sz -= thickness * 0.5f; |
| pos += ImVec2(thickness * 0.25f, thickness * 0.25f); |
| |
| float third = sz / 3.0f; |
| float bx = pos.x + third; |
| float by = pos.y + sz - third * 0.5f; |
| draw_list->PathLineTo(ImVec2(bx - third, by - third)); |
| draw_list->PathLineTo(ImVec2(bx, by)); |
| draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); |
| draw_list->PathStroke(col, 0, thickness); |
| } |
| |
| // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. |
| void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) |
| { |
| switch (direction) |
| { |
| case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; |
| case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; |
| case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; |
| case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; |
| case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings |
| } |
| } |
| |
| static inline float ImAcos01(float x) |
| { |
| if (x <= 0.0f) return IM_PI * 0.5f; |
| if (x >= 1.0f) return 0.0f; |
| return ImAcos(x); |
| //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. |
| } |
| |
| // FIXME: Cleanup and move code to ImDrawList. |
| void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) |
| { |
| if (x_end_norm == x_start_norm) |
| return; |
| if (x_start_norm > x_end_norm) |
| ImSwap(x_start_norm, x_end_norm); |
| |
| ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); |
| ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); |
| if (rounding == 0.0f) |
| { |
| draw_list->AddRectFilled(p0, p1, col, 0.0f); |
| return; |
| } |
| |
| rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); |
| const float inv_rounding = 1.0f / rounding; |
| const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); |
| const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); |
| const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. |
| const float x0 = ImMax(p0.x, rect.Min.x + rounding); |
| if (arc0_b == arc0_e) |
| { |
| draw_list->PathLineTo(ImVec2(x0, p1.y)); |
| draw_list->PathLineTo(ImVec2(x0, p0.y)); |
| } |
| else if (arc0_b == 0.0f && arc0_e == half_pi) |
| { |
| draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL |
| draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR |
| } |
| else |
| { |
| draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL |
| draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR |
| } |
| if (p1.x > rect.Min.x + rounding) |
| { |
| const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); |
| const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); |
| const float x1 = ImMin(p1.x, rect.Max.x - rounding); |
| if (arc1_b == arc1_e) |
| { |
| draw_list->PathLineTo(ImVec2(x1, p0.y)); |
| draw_list->PathLineTo(ImVec2(x1, p1.y)); |
| } |
| else if (arc1_b == 0.0f && arc1_e == half_pi) |
| { |
| draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR |
| draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR |
| } |
| else |
| { |
| draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR |
| draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR |
| } |
| } |
| draw_list->PathFillConvex(col); |
| } |
| |
| void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) |
| { |
| const bool fill_L = (inner.Min.x > outer.Min.x); |
| const bool fill_R = (inner.Max.x < outer.Max.x); |
| const bool fill_U = (inner.Min.y > outer.Min.y); |
| const bool fill_D = (inner.Max.y < outer.Max.y); |
| if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); |
| if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); |
| if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); |
| if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); |
| if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); |
| if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); |
| if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); |
| if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); |
| } |
| |
| // Helper for ColorPicker4() |
| // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. |
| // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. |
| // FIXME: uses ImGui::GetColorU32 |
| void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) |
| { |
| if ((flags & ImDrawFlags_RoundCornersMask_) == 0) |
| flags = ImDrawFlags_RoundCornersDefault_; |
| if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) |
| { |
| ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); |
| ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); |
| draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); |
| |
| int yi = 0; |
| for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) |
| { |
| float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); |
| if (y2 <= y1) |
| continue; |
| for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) |
| { |
| float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); |
| if (x2 <= x1) |
| continue; |
| ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; |
| if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } |
| if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } |
| |
| // Combine flags |
| cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); |
| draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); |
| } |
| } |
| } |
| else |
| { |
| draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); |
| } |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] Decompression code |
| //----------------------------------------------------------------------------- |
| // Compressed with stb_compress() then converted to a C array and encoded as base85. |
| // Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. |
| // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. |
| // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h |
| //----------------------------------------------------------------------------- |
| |
| static unsigned int stb_decompress_length(const unsigned char *input) |
| { |
| return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; |
| } |
| |
| static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; |
| static const unsigned char *stb__barrier_in_b; |
| static unsigned char *stb__dout; |
| static void stb__match(const unsigned char *data, unsigned int length) |
| { |
| // INVERSE of memmove... write each byte before copying the next... |
| IM_ASSERT(stb__dout + length <= stb__barrier_out_e); |
| if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } |
| if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } |
| while (length--) *stb__dout++ = *data++; |
| } |
| |
| static void stb__lit(const unsigned char *data, unsigned int length) |
| { |
| IM_ASSERT(stb__dout + length <= stb__barrier_out_e); |
| if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } |
| if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } |
| memcpy(stb__dout, data, length); |
| stb__dout += length; |
| } |
| |
| #define stb__in2(x) ((i[x] << 8) + i[(x)+1]) |
| #define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) |
| #define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) |
| |
| static const unsigned char *stb_decompress_token(const unsigned char *i) |
| { |
| if (*i >= 0x20) { // use fewer if's for cases that expand small |
| if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; |
| else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; |
| else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); |
| } else { // more ifs for cases that expand large, since overhead is amortized |
| if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; |
| else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; |
| else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); |
| else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); |
| else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; |
| else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; |
| } |
| return i; |
| } |
| |
| static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) |
| { |
| const unsigned long ADLER_MOD = 65521; |
| unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; |
| unsigned long blocklen = buflen % 5552; |
| |
| unsigned long i; |
| while (buflen) { |
| for (i=0; i + 7 < blocklen; i += 8) { |
| s1 += buffer[0], s2 += s1; |
| s1 += buffer[1], s2 += s1; |
| s1 += buffer[2], s2 += s1; |
| s1 += buffer[3], s2 += s1; |
| s1 += buffer[4], s2 += s1; |
| s1 += buffer[5], s2 += s1; |
| s1 += buffer[6], s2 += s1; |
| s1 += buffer[7], s2 += s1; |
| |
| buffer += 8; |
| } |
| |
| for (; i < blocklen; ++i) |
| s1 += *buffer++, s2 += s1; |
| |
| s1 %= ADLER_MOD, s2 %= ADLER_MOD; |
| buflen -= blocklen; |
| blocklen = 5552; |
| } |
| return (unsigned int)(s2 << 16) + (unsigned int)s1; |
| } |
| |
| static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) |
| { |
| if (stb__in4(0) != 0x57bC0000) return 0; |
| if (stb__in4(4) != 0) return 0; // error! stream is > 4GB |
| const unsigned int olen = stb_decompress_length(i); |
| stb__barrier_in_b = i; |
| stb__barrier_out_e = output + olen; |
| stb__barrier_out_b = output; |
| i += 16; |
| |
| stb__dout = output; |
| for (;;) { |
| const unsigned char *old_i = i; |
| i = stb_decompress_token(i); |
| if (i == old_i) { |
| if (*i == 0x05 && i[1] == 0xfa) { |
| IM_ASSERT(stb__dout == output + olen); |
| if (stb__dout != output + olen) return 0; |
| if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) |
| return 0; |
| return olen; |
| } else { |
| IM_ASSERT(0); /* NOTREACHED */ |
| return 0; |
| } |
| } |
| IM_ASSERT(stb__dout <= output + olen); |
| if (stb__dout > output + olen) |
| return 0; |
| } |
| } |
| |
| //----------------------------------------------------------------------------- |
| // [SECTION] Default font data (ProggyClean.ttf) |
| //----------------------------------------------------------------------------- |
| // ProggyClean.ttf |
| // Copyright (c) 2004, 2005 Tristan Grimmer |
| // MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) |
| // Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php |
| //----------------------------------------------------------------------------- |
| // File: 'ProggyClean.ttf' (41208 bytes) |
| // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). |
| // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. |
| //----------------------------------------------------------------------------- |
| static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = |
| "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" |
| "2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#" |
| "`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL" |
| "i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N" |
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| "/oL?#h7gl85[qW/NDOk%16ij;+:1a'iNIdb-ou8.P*w,v5#EI$TWS>Pot-R*H'-SEpA:g)f+O$%%`kA#G=8RMmG1&O`>to8bC]T&$,n.LoO>29sp3dt-52U%VM#q7'DHpg+#Z9%H[K<L" |
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| "%(?A%R$f<->Zts'^kn=-^@c4%-pY6qI%J%1IGxfLU9CP8cbPlXv);C=b),<2mOvP8up,UVf3839acAWAW-W?#ao/^#%KYo8fRULNd2.>%m]UK:n%r$'sw]J;5pAoO_#2mO3n,'=H5(et" |
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| "$3WoJSCLweV[aZ'MQIjO<7;X-X;&+dMLvu#^UsGEC9WEc[X(wI7#2.(F0jV*eZf<-Qv3J-c+J5AlrB#$p(H68LvEA'q3n0#m,[`*8Ft)FcYgEud]CWfm68,(aLA$@EFTgLXoBq/UPlp7" |
| ":d[/;r_ix=:TF`S5H-b<LI&HY(K=h#)]Lk$K14lVfm:x$H<3^Ql<M`$OhapBnkup'D#L$Pb_`N*g]2e;X/Dtg,bsj&K#2[-:iYr'_wgH)NUIR8a1n#S?Yej'h8^58UbZd+^FKD*T@;6A" |
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| ":^#M*Q+[T.Xri.LYS3v%fF`68h;b-X[/En'CR.q7E)p'/kle2HM,u;^%OKC-N+Ll%F9CF<Nf'^#t2L,;27W:0O@6##U6W7:$rJfLWHj$#)woqBefIZ.PK<b*t7ed;p*_m;4ExK#h@&]>" |
| "_>@kXQtMacfD.m-VAb8;IReM3$wf0''hra*so568'Ip&vRs849'MRYSp%:t:h5qSgwpEr$B>Q,;s(C#$)`svQuF$##-D,##,g68@2[T;.XSdN9Qe)rpt._K-#5wF)sP'##p#C0c%-Gb%" |
| "hd+<-j'Ai*x&&HMkT]C'OSl##5RG[JXaHN;d'uA#x._U;.`PU@(Z3dt4r152@:v,'R.Sj'w#0<-;kPI)FfJ&#AYJ&#//)>-k=m=*XnK$>=)72L]0I%>.G690a:$##<,);?;72#?x9+d;" |
| "^V'9;jY@;)br#q^YQpx:X#Te$Z^'=-=bGhLf:D6&bNwZ9-ZD#n^9HhLMr5G;']d&6'wYmTFmL<LD)F^%[tC'8;+9E#C$g%#5Y>q9wI>P(9mI[>kC-ekLC/R&CH+s'B;K-M6$EB%is00:" |
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| "9s<L<NFSo)B?+<-(GxsF,^-Eh@$4dXhN$+#rxK8'je'D7k`e;)2pYwPA'_p9&@^18ml1^[@g4t*[JOa*[=Qp7(qJ_oOL^('7fB&Hq-:sf,sNj8xq^>$U4O]GKx'm9)b@p7YsvK3w^YR-" |
| "CdQ*:Ir<($u&)#(&?L9Rg3H)4fiEp^iI9O8KnTj,]H?D*r7'M;PwZ9K0E^k&-cpI;.p/6_vwoFMV<->#%Xi.LxVnrU(4&8/P+:hLSKj$#U%]49t'I:rgMi'FL@a:0Y-uA[39',(vbma*" |
| "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdF<TddF<9Ah-6&9tWoDlh]&1SpGMq>Ti1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IX<N+T+0MlMBPQ*Vj>SsD<U4JHY" |
| "8kD2)2fU/M#$e.)T4,_=8hLim[&);?UkK'-x?'(:siIfL<$pFM`i<?%W(mGDHM%>iWP,##P`%/L<eXi:@Z9C.7o=@(pXdAO/NLQ8lPl+HPOQa8wD8=^GlPa8TKI1CjhsCTSLJM'/Wl>-" |
| "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n<bhPmUkMw>%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL<LoNs'6,'85`" |
| "0?t/'_U59@]ddF<#LdF<eWdF<OuN/45rY<-L@&#+fm>69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdF<gR@2L=FNU-<b[(9c/ML3m;Z[$oF3g)GAWqpARc=<ROu7cL5l;-[A]%/" |
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| "M=SO*rfO`+qC`W-On.=AJ56>>i2@2LH6A:&5q`?9I3@@'04&p2/LVa*T-4<-i3;M9UvZd+N7>b*eIwg:CC)c<>nO&#<IGe;__.thjZl<%w(Wk2xmp4Q@I#I9,DF]u7-P=.-_:YJ]aS@V" |
| "?6*C()dOp7:WL,b&3Rg/.cmM9&r^>$(>.Z-I&J(Q0Hd5Q%7Co-b`-c<N(6r@ip+AurK<m86QIth*#v;-OBqi+L7wDE-Ir8K['m+DDSLwK&/.?-V%U_%3:qKNu$_b*B-kp7NaD'QdWQPK" |
| "Yq[@>P)hI;*_F]u`Rb[.j8_Q/<&>uu+VsH$sM9TA%?)(vmJ80),P7E>)tjD%2L=-t#fK[%`v=Q8<FfNkgg^oIbah*#8/Qt$F&:K*-(N/'+1vMB,u()-a.VUU*#[e%gAAO(S>WlA2);Sa" |
| ">gXm8YB`1d@K#n]76-a$U,mF<fX]idqd)<3,]J7JmW4`6]uks=4-72L(jEk+:bJ0M^q-8Dm_Z?0olP1C9Sa&H[d&c$ooQUj]Exd*3ZM@-WGW2%s',B-_M%>%Ul:#/'xoFM9QX-$.QN'>" |
| "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B</R90;eZ]%Ncq;-Tl]#F>2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I" |
| "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1<Vc52=u`3^o-n1'g4v58Hj&6_t7$##?M)c<$bgQ_'SY((-xkA#" |
| "Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$" |
| "MlvAF_jCK*.O-^(63adMT->W%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)" |
| "i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo" |
| "1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P" |
| "iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO" |
| "URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#" |
| ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>" |
| "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#" |
| "d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" |
| "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" |
| "/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#" |
| "m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#" |
| "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" |
| "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" |
| "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; |
| |
| static const char* GetDefaultCompressedFontDataTTFBase85() |
| { |
| return proggy_clean_ttf_compressed_data_base85; |
| } |
| |
| #endif // #ifndef IMGUI_DISABLE |