Dropping glew and using ImGui's loader instead
This commit is contained in:
@@ -1,4 +1,4 @@
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// dear imgui, v1.83
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// dear imgui, v1.86
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// (drawing and font code)
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/*
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@@ -473,6 +473,7 @@ void ImDrawList::_PopUnusedDrawCmd()
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void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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{
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IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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IM_ASSERT(curr_cmd->UserCallback == NULL);
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if (curr_cmd->ElemCount != 0)
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@@ -491,11 +492,25 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
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#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
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// Try to merge two last draw commands
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void ImDrawList::_TryMergeDrawCmds()
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{
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IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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ImDrawCmd* prev_cmd = curr_cmd - 1;
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if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
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{
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prev_cmd->ElemCount += curr_cmd->ElemCount;
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CmdBuffer.pop_back();
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}
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}
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// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
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// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
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void ImDrawList::_OnChangedClipRect()
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{
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// If current command is used with different settings we need to add a new command
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IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
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{
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@@ -518,6 +533,7 @@ void ImDrawList::_OnChangedClipRect()
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void ImDrawList::_OnChangedTextureID()
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{
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// If current command is used with different settings we need to add a new command
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IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
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{
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@@ -541,6 +557,7 @@ void ImDrawList::_OnChangedVtxOffset()
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{
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// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
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_VtxCurrentIdx = 0;
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IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
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if (curr_cmd->ElemCount != 0)
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@@ -693,10 +710,11 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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}
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
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// - Those macros expects l-values and need to be used as their own statement.
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// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
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#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0)
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#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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@@ -1466,24 +1484,22 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
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if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
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return;
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// Obtain segment count
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if (num_segments <= 0)
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{
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// Automatic segment count
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num_segments = _CalcCircleAutoSegmentCount(radius);
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// Use arc with automatic segment count
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_PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
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_Path.Size--;
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}
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else
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{
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// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
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num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
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// Because we are filling a closed shape we remove 1 from the count of segments/points
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const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
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PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
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}
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// Because we are filling a closed shape we remove 1 from the count of segments/points
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const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
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if (num_segments == 12)
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PathArcToFast(center, radius - 0.5f, 0, 12 - 1);
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else
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PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
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PathStroke(col, ImDrawFlags_Closed, thickness);
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}
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@@ -1492,24 +1508,22 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
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if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
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return;
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// Obtain segment count
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if (num_segments <= 0)
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{
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// Automatic segment count
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num_segments = _CalcCircleAutoSegmentCount(radius);
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// Use arc with automatic segment count
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_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
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_Path.Size--;
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}
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else
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{
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// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
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num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
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// Because we are filling a closed shape we remove 1 from the count of segments/points
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const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
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PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
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}
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// Because we are filling a closed shape we remove 1 from the count of segments/points
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const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
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if (num_segments == 12)
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PathArcToFast(center, radius, 0, 12 - 1);
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else
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PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
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PathFillConvex(col);
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}
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@@ -1910,37 +1924,38 @@ ImFontConfig::ImFontConfig()
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// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
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// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
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const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing.
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// (This is used when io.MouseDrawCursor = true)
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const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
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const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
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static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
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{
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"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
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"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
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"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
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"X - X.X - X.....X - X.....X -X...X - X...X- X..X "
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"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
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"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
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"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
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"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
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"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
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"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
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"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
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"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
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"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
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"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
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"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
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"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
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"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
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"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
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"X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
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"XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
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" X..X - X...X - X...X - X..X X..X - - X........X "
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" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
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"------------ - X - X -X.....................X- ------------------"
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" ----------------------------------- X...XXXXXXXXXXXXX...X - "
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" - X..X X..X - "
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" - X.X X.X - "
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" - XX XX - "
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"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
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"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
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"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
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"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
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"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
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"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
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"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
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"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
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"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
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"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
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"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
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"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
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"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
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"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
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"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
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"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
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"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
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"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
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"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
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"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
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" X..X - - X...X - X...X - X..X X..X - - X........X - "
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" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
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"------------- - X - X -X.....................X- ------------------- "
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" ----------------------------------- X...XXXXXXXXXXXXX...X - "
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" - X..X X..X - "
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" - X.X X.X - "
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" - XX XX - "
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};
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static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
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@@ -1954,6 +1969,7 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
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{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
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{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
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{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
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{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
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};
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ImFontAtlas::ImFontAtlas()
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@@ -1989,6 +2005,7 @@ void ImFontAtlas::ClearInputData()
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ConfigData.clear();
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CustomRects.clear();
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PackIdMouseCursors = PackIdLines = -1;
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// Important: we leave TexReady untouched
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}
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void ImFontAtlas::ClearTexData()
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@@ -2001,14 +2018,14 @@ void ImFontAtlas::ClearTexData()
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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TexPixelsUseColors = false;
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// Important: we leave TexReady untouched
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}
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void ImFontAtlas::ClearFonts()
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{
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IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
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for (int i = 0; i < Fonts.Size; i++)
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IM_DELETE(Fonts[i]);
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Fonts.clear();
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Fonts.clear_delete();
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TexReady = false;
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}
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void ImFontAtlas::Clear()
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@@ -2022,11 +2039,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
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{
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// Build atlas on demand
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if (TexPixelsAlpha8 == NULL)
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{
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if (ConfigData.empty())
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AddFontDefault();
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Build();
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}
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*out_pixels = TexPixelsAlpha8;
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if (out_width) *out_width = TexWidth;
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@@ -2085,6 +2098,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
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new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
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// Invalidate texture
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TexReady = false;
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ClearTexData();
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return new_font_cfg.DstFont;
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}
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@@ -2156,7 +2170,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si
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IM_ASSERT(font_cfg.FontData == NULL);
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font_cfg.FontData = ttf_data;
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font_cfg.FontDataSize = ttf_size;
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font_cfg.SizePixels = size_pixels;
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font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
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if (glyph_ranges)
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font_cfg.GlyphRanges = glyph_ranges;
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return AddFont(&font_cfg);
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@@ -2247,6 +2261,10 @@ bool ImFontAtlas::Build()
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{
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IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
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// Default font is none are specified
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if (ConfigData.Size == 0)
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AddFontDefault();
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// Select builder
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// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
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// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
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@@ -2568,9 +2586,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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}
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}
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// Cleanup temporary (ImVector doesn't honor destructor)
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for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
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src_tmp_array[src_i].~ImFontBuildSrcData();
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// Cleanup
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src_tmp_array.clear_destruct();
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ImFontAtlasBuildFinish(atlas);
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return true;
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@@ -2786,22 +2803,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
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if (atlas->Fonts[i]->DirtyLookupTables)
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atlas->Fonts[i]->BuildLookupTable();
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// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
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// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
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// FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
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for (int i = 0; i < atlas->Fonts.size(); i++)
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{
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ImFont* font = atlas->Fonts[i];
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if (font->EllipsisChar != (ImWchar)-1)
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continue;
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const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
|
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for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
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if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
|
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{
|
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font->EllipsisChar = ellipsis_variants[j];
|
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break;
|
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}
|
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}
|
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atlas->TexReady = true;
|
||||
}
|
||||
|
||||
// Retrieve list of range (2 int per range, values are inclusive)
|
||||
@@ -2822,6 +2824,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3131, 0x3163, // Korean alphabets
|
||||
0xAC00, 0xD7A3, // Korean characters
|
||||
0xFFFD, 0xFFFD, // Invalid
|
||||
0,
|
||||
};
|
||||
return &ranges[0];
|
||||
@@ -2836,6 +2839,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
|
||||
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,
|
||||
};
|
||||
@@ -2912,7 +2916,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
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])
|
||||
@@ -3001,7 +3006,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
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])
|
||||
@@ -3074,8 +3080,8 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
||||
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
||||
{
|
||||
for (; ranges[0]; ranges += 2)
|
||||
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
|
||||
AddChar(c);
|
||||
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)
|
||||
@@ -3100,8 +3106,9 @@ ImFont::ImFont()
|
||||
{
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
FallbackChar = (ImWchar)-1;
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
DotChar = (ImWchar)-1;
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
ConfigData = NULL;
|
||||
@@ -3132,6 +3139,14 @@ void ImFont::ClearOutputData()
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -3174,9 +3189,31 @@ void ImFont::BuildLookupTable()
|
||||
SetGlyphVisible((ImWchar)' ', false);
|
||||
SetGlyphVisible((ImWchar)'\t', false);
|
||||
|
||||
// Setup fall-backs
|
||||
// Ellipsis character 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));
|
||||
if (DotChar == (ImWchar)-1)
|
||||
DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
|
||||
|
||||
// Setup fallback character
|
||||
const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
|
||||
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
|
||||
FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
|
||||
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;
|
||||
@@ -3201,12 +3238,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible)
|
||||
glyph->Visible = visible ? 1 : 0;
|
||||
}
|
||||
|
||||
void ImFont::SetFallbackChar(ImWchar c)
|
||||
{
|
||||
FallbackChar = c;
|
||||
BuildLookupTable();
|
||||
}
|
||||
|
||||
void ImFont::GrowIndex(int new_size)
|
||||
{
|
||||
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
|
||||
@@ -3708,6 +3739,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
// - RenderMouseCursor()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledRangeH()
|
||||
// - RenderRectFilledWithHole()
|
||||
//-----------------------------------------------------------------------------
|
||||
// Function in need of a redesign (legacy mess)
|
||||
// - RenderColorRectWithAlphaCheckerboard()
|
||||
@@ -3874,10 +3906,10 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect
|
||||
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, (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, (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, (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, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
|
||||
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);
|
||||
|
||||
Reference in New Issue
Block a user