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DrawList: Textured Round Corners: implemented faster render path for stroked rectangles. (1962)
- added check to render simpler geometry when (stroked) rectangle has integer coords - render non.rounded with 4 non-AA rectangles - added textures for corners of 1-3 thickness and 1-16 rounding - use textured corners when possible, or fallback to generic one
This commit is contained in:
7
imgui.h
7
imgui.h
@@ -3326,6 +3326,9 @@ struct ImGuiSelectionExternalStorage
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#ifndef IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX
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#define IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX (16)
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#endif
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#ifndef IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX
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#define IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX (3)
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#endif
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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@@ -3638,7 +3641,8 @@ struct ImDrawList
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IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
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IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
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IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
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IMGUI_API void _AddMirrored9Slice(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, ImVec4 tex_uvs, ImDrawFlags flags);
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IMGUI_API void _AddRectFilledBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, ImVec4 tex_uvs, ImDrawFlags flags);
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IMGUI_API void _AddRectBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, float t, ImVec4 tex_uvs, ImDrawFlags flags);
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};
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// All draw data to render a Dear ImGui frame
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@@ -4001,6 +4005,7 @@ struct ImFontAtlas
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ImVector<ImFontConfig> Sources; // Source/configuration data
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ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
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ImVec4 TexUvCornerFills[IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX]; // UVs for baked anti-aliased corners
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ImVec4 TexUvCornerStrokes[IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX * IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX]; // UVs for baked anti-aliased corners
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int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
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int FontNextUniqueID; // Next value to be stored in ImFont->FontID
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ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
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270
imgui_draw.cpp
270
imgui_draw.cpp
@@ -1564,6 +1564,125 @@ void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float th
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}
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}
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void ImDrawList::_AddRectBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, float t, ImVec4 tex_uvs, ImDrawFlags flags)
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{
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const ImVec2 uv_tl(tex_uvs.x, tex_uvs.y);
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const ImVec2 uv_tr(tex_uvs.z, tex_uvs.y);
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const ImVec2 uv_br(tex_uvs.z, tex_uvs.w);
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const ImVec2 uv_bl(tex_uvs.x, tex_uvs.w);
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const int idx_allocated = 8 * 2 * 3;
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const int vtx_allocated = 8 * 4;
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PrimReserve(idx_allocated, vtx_allocated);
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ImDrawVert* start_vtx_ptr = _VtxWritePtr;
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ImDrawIdx* start_idx_ptr = _IdxWritePtr;
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if (flags & ImDrawFlags_RoundCornersTopLeft)
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{
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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PrimWriteVtx(ImVec2(p_min.x, p_min.y), uv_tl, col);
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PrimWriteVtx(ImVec2(p_min.x + r, p_min.y), uv_tr, col);
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PrimWriteVtx(ImVec2(p_min.x + r, p_min.y + r), uv_br, col);
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PrimWriteVtx(ImVec2(p_min.x, p_min.y + r), uv_bl, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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if (flags & ImDrawFlags_RoundCornersTopRight)
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{
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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PrimWriteVtx(ImVec2(p_max.x - r, p_min.y), uv_tr, col);
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PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv_tl, col);
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PrimWriteVtx(ImVec2(p_max.x, p_min.y + r), uv_bl, col);
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PrimWriteVtx(ImVec2(p_max.x - r, p_min.y + r), uv_br, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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if (flags & ImDrawFlags_RoundCornersBottomRight)
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{
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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PrimWriteVtx(ImVec2(p_max.x - r, p_max.y - r), uv_br, col);
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PrimWriteVtx(ImVec2(p_max.x, p_max.y - r), uv_bl, col);
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PrimWriteVtx(ImVec2(p_max.x, p_max.y), uv_tl, col);
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PrimWriteVtx(ImVec2(p_max.x - r, p_max.y), uv_tr, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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if (flags & ImDrawFlags_RoundCornersBottomLeft)
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{
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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PrimWriteVtx(ImVec2(p_min.x, p_max.y - r), uv_bl, col);
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PrimWriteVtx(ImVec2(p_min.x + r, p_max.y - r), uv_br, col);
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PrimWriteVtx(ImVec2(p_min.x + r, p_max.y), uv_tr, col);
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PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv_tl, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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const float r_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? r : 0;
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const float r_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? r : 0;
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const float r_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? r : 0;
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const float r_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? r : 0;
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const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
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{
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// Top
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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const float left = p_min.x + r_tl;
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const float right = p_max.x - r_tr;
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PrimWriteVtx(ImVec2(left, p_min.y), opaque_uv, col);
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PrimWriteVtx(ImVec2(right, p_min.y), opaque_uv, col);
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PrimWriteVtx(ImVec2(right, p_min.y + t), opaque_uv, col);
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PrimWriteVtx(ImVec2(left, p_min.y + t), opaque_uv, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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{
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// Left
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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const float top = p_min.y + ImMax(r_tl, t);
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const float bottom = p_max.y - ImMax(r_bl, t);
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PrimWriteVtx(ImVec2(p_min.x, top), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_min.x + t, top), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_min.x + t, bottom), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_min.x, bottom), opaque_uv, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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{
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// Right
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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const float top = p_min.y + ImMax(r_tr, t);
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const float bottom = p_max.y - ImMax(r_br, t);
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PrimWriteVtx(ImVec2(p_max.x - t, top), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_max.x, top), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_max.x, bottom), opaque_uv, col);
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PrimWriteVtx(ImVec2(p_max.x - t, bottom), opaque_uv, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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{
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// Bottom
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ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
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const float left = p_min.x + r_bl;
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const float right = p_max.x - r_br;
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PrimWriteVtx(ImVec2(left, p_max.y - t), opaque_uv, col);
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PrimWriteVtx(ImVec2(right, p_max.y - t), opaque_uv, col);
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PrimWriteVtx(ImVec2(right, p_max.y), opaque_uv, col);
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PrimWriteVtx(ImVec2(left, p_max.y), opaque_uv, col);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+1); PrimWriteIdx(idx+2);
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PrimWriteIdx(idx+0); PrimWriteIdx(idx+2); PrimWriteIdx(idx+3);
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}
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const int idx_used = (int)(_IdxWritePtr - start_idx_ptr);
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const int vtx_used = (int)(_VtxWritePtr - start_vtx_ptr);
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if (idx_used < idx_allocated || vtx_used < vtx_allocated)
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PrimUnreserve(idx_allocated - idx_used, vtx_allocated - vtx_used);
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}
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// p_min = upper-left, p_max = lower-right
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// Note we don't render 1 pixels sized rectangles properly.
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void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags)
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@@ -1592,8 +1711,49 @@ void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, fl
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return;
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}
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ImDrawFlags stroke_pos = (flags & ImDrawFlags_StrokeMask_);
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if ((stroke_pos == ImDrawFlags_StrokeInside || stroke_pos == ImDrawFlags_StrokeOutside) && ImIsTruncated4(p_min.x, p_min.y, p_max.x, p_min.y) && ImIsTruncated(rounding) && ImIsTruncated(thickness))
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{
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if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
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flags |= ImDrawFlags_RoundCornersAll;
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rounding = ImMin(rounding, ImFabs(p_max.x - p_min.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
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rounding = ImMin(rounding, ImFabs(p_max.y - p_min.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
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int s_rounding = (int)rounding;
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int s_thickness = (int)thickness;
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ImVec2 s_min = p_min;
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ImVec2 s_max = p_max;
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if (stroke_pos == ImDrawFlags_StrokeOutside)
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{
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s_min -= ImVec2(thickness, thickness);
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s_max += ImVec2(thickness, thickness);
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s_rounding += s_thickness;
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}
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if (s_rounding <= 0 || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
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{
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const float t = (float)s_thickness;
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PrimReserve(6*4, 4*4);
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PrimRect(ImVec2(p_min.x, p_min.y), ImVec2(p_max.x, p_min.y + t), col);
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PrimRect(ImVec2(p_min.x, p_min.y + t), ImVec2(p_min.x + t, p_max.y - t), col);
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PrimRect(ImVec2(p_max.x - t, p_min.y + t), ImVec2(p_max.x, p_max.y - t), col);
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PrimRect(ImVec2(p_min.x, p_max.y - t), ImVec2(p_max.x, p_max.y), col);
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return;
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}
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if (s_thickness <= IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX && s_rounding <= IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX)
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{
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const int size = ImMax(s_rounding, s_thickness);
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const int idx = (s_thickness - 1) * IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX + s_rounding - 1;
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IM_ASSERT(idx >= 0 && idx < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX * IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX);
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const ImVec4 tex_uvs = _Data->TexUvCornerStrokes[idx];
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_AddRectBaked(s_min, s_max, col, (float)size, (float)thickness, tex_uvs, flags);
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return;
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}
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}
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const ImVec2 offset(thickness * 0.5f, thickness * 0.5f);
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const ImDrawFlags stroke_pos = (flags & ImDrawFlags_StrokeMask_);
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if (stroke_pos == ImDrawFlags_StrokeInside)
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PathRect(p_min + offset, p_max - offset, rounding - thickness * 0.5f, flags);
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else if (stroke_pos == ImDrawFlags_StrokeCenter)
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@@ -1610,7 +1770,7 @@ void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, fl
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PathStroke(col, thickness, ImDrawFlags_Closed);
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}
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void ImDrawList::_AddMirrored9Slice(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, ImVec4 tex_uvs, ImDrawFlags flags)
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void ImDrawList::_AddRectFilledBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, ImVec4 tex_uvs, ImDrawFlags flags)
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{
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// 9-slice with corner mirroring
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const ImVec2 uv_tl(tex_uvs.x, tex_uvs.y);
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@@ -1681,7 +1841,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
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else if (s_rounding <= IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX)
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{
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ImVec4 tex_uvs = _Data->TexUvCornerFills[s_rounding - 1];
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_AddMirrored9Slice(p_min, p_max, col, ImMax(2.0f, (float)s_rounding), tex_uvs, flags);
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_AddRectFilledBaked(p_min, p_max, col, ImMax(2.0f, (float)s_rounding), tex_uvs, flags);
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}
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else
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{
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@@ -3840,6 +4000,17 @@ static ImU8 SampleCorner(float x, float y, float cx, float cy, float r)
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return (ImU8)(ImClamp(1.0f - (d - r + aa_width * 0.5f) / aa_width, 0.0f, 1.0f) * 255.0f);
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}
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static ImU8 SampleCornerStroke(float x, float y, float cx, float cy, float outer_r, float inner_r)
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{
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const float dx = ImMin(x, cx) - cx;
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const float dy = ImMin(y, cy) - cy;
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const float d = ImSqrt(dx*dx + dy*dy);
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const float aa_width = 1.0f;
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const float outer = 1.0f - (d - outer_r + aa_width * 0.5f) / aa_width;
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const float inner = (d - inner_r + aa_width * 0.5f) / aa_width;
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return (ImU8)(ImClamp(ImMin(inner, outer), 0.0f, 1.0f) * 255.f);
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}
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static void ImFontAtlasBuildUpdateTexDataCorners(ImFontAtlas* atlas)
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{
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// Pack and store identifier so we can refresh UV coordinates on texture resize.
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@@ -3851,10 +4022,30 @@ static void ImFontAtlasBuildUpdateTexDataCorners(ImFontAtlas* atlas)
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if (add_and_draw)
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{
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ImVec2i pack_size(0, 0);
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// Filled corners
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int row_width = 0;
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int row_height = 0;
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for (int i = 0; i < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; i++)
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{
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pack_size.x += ImMax(2, i+1) + 2;
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pack_size.y = ImMax(pack_size.y, (i+1) + 2);
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const int size = ImMax(2, i+1) + 2;
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row_width += size;
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row_height = ImMax(row_height, size);
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}
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pack_size.x = ImMax(pack_size.x, row_width);
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pack_size.y += row_height;
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// Rounded corners
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for (int t = 0; t < IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX; t++)
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{
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row_width = 0;
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row_height = 0;
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for (int i = 0; i < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; i++)
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{
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const int size = ImMax(2, ImMax(i+1, t+1)) + 2;
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row_width += size;
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row_height = ImMax(row_height, size);
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}
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pack_size.x = ImMax(pack_size.x, row_width);
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pack_size.y += row_height;
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}
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builder->PackIdCornersTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
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IM_ASSERT(builder->PackIdCornersTexData != ImFontAtlasRectId_Invalid);
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@@ -3862,16 +4053,20 @@ static void ImFontAtlasBuildUpdateTexDataCorners(ImFontAtlas* atlas)
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int x = r.x;
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int y = r.y;
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for (int n = 0; n < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; n++) // +1 because of the zero-width row
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int row_height = 0;
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// Filled
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for (int n = 0; n < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; n++)
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{
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const int s = ImMax(2, n+1); // We need at least 2px so that stretching has solid color.
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const int rounding = n+1;
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const int s = ImMax(2, rounding); // We need at least 2px so that stretching has solid color.
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const int w = s + 2;
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const int h = s + 2;
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// Corner circle
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const float cx = 1.0f + (float)(n+1);
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const float cy = 1.0f + (float)(n+1);
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const float rad = (float)(n+1);
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const float rad = (float)rounding;
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IM_ASSERT((x + w) <= (r.x + r.w) && (y + h) <= (r.y + r.h)); // Make sure we're inside the texture bounds before we start writing pixels
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// Write each slice
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@@ -3904,6 +4099,64 @@ static void ImFontAtlasBuildUpdateTexDataCorners(ImFontAtlas* atlas)
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atlas->TexUvCornerFills[n] = ImVec4(uv0.x, uv0.y, uv1.x, uv1.y);
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x += w;
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row_height = ImMax(row_height, h);
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}
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y += row_height;
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// Stroked
|
||||
for (int t = 0; t < IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX; t++)
|
||||
{
|
||||
x = r.x;
|
||||
row_height = 0;
|
||||
for (int n = 0; n < IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX; n++)
|
||||
{
|
||||
const int rounding = n+1;
|
||||
const int thickness = t+1;
|
||||
const int s = ImMax(rounding, thickness);
|
||||
const int w = s + 2;
|
||||
const int h = s + 2;
|
||||
|
||||
// Corner circle
|
||||
const float cx = 1.0f + (float)(n + 1);
|
||||
const float cy = 1.0f + (float)(n + 1);
|
||||
const float outer_rad = (float)rounding;
|
||||
const float inner_rad = (float)(rounding - thickness);
|
||||
|
||||
IM_ASSERT((x + w) <= (r.x + r.w) && (y + h) <= (r.y + r.h)); // Make sure we're inside the texture bounds before we start writing pixels
|
||||
|
||||
// Write each slice
|
||||
if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
|
||||
{
|
||||
ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(x, y);
|
||||
const int pitch = tex->Width;
|
||||
for (int ly = 0; ly < h; ly++)
|
||||
{
|
||||
for (int lx = 0; lx < h; lx++)
|
||||
write_ptr[lx] = SampleCornerStroke((float)lx + 0.5f, (float)ly + 0.5f, cx, cy, outer_rad, inner_rad);
|
||||
write_ptr += pitch;
|
||||
}
|
||||
}
|
||||
else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
|
||||
{
|
||||
ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(x, y);
|
||||
const int pitch = tex->Width;
|
||||
for (int ly = 0; ly < h; ly++)
|
||||
{
|
||||
for (int lx = 0; lx < h; lx++)
|
||||
write_ptr[lx] = IM_COL32(255, 255, 255, SampleCornerStroke((float)lx + 0.5f, (float)ly + 0.5f, cx, cy, outer_rad, inner_rad));
|
||||
write_ptr += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
// Refresh UV coordinates
|
||||
ImVec2 uv0 = ImVec2((float)(x + 1), (float)(y + 1)) * atlas->TexUvScale;
|
||||
ImVec2 uv1 = ImVec2((float)(x + 1 + s), (float)(y + 1 + s)) * atlas->TexUvScale;
|
||||
atlas->TexUvCornerStrokes[t*IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX + n] = ImVec4(uv0.x, uv0.y, uv1.x, uv1.y);
|
||||
|
||||
x += w;
|
||||
row_height = ImMax(row_height, h);
|
||||
}
|
||||
y += row_height;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4343,6 +4596,7 @@ void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas)
|
||||
shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel;
|
||||
shared_data->TexUvLines = atlas->TexUvLines;
|
||||
shared_data->TexUvCornerFills = atlas->TexUvCornerFills;
|
||||
shared_data->TexUvCornerStrokes = atlas->TexUvCornerStrokes;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -920,6 +920,7 @@ struct IMGUI_API ImDrawListSharedData
|
||||
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel)
|
||||
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines)
|
||||
const ImVec4* TexUvCornerFills; // UV of rounded corner (== FontAtlas->TexUvCornerFills)
|
||||
const ImVec4* TexUvCornerStrokes;
|
||||
ImFontAtlas* FontAtlas; // Current font atlas
|
||||
ImFont* Font; // Current font (used for simplified AddText overload)
|
||||
float FontSize; // Current font size (used for for simplified AddText overload)
|
||||
|
||||
Reference in New Issue
Block a user