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ImDrawListSharedData: rename CircleSegmentMaxError to CircleTessellationMaxError. Remove misleading ArcFastRadiusCutoff assignment.
cc051ce0765,f107693d9(3808)
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@@ -402,7 +402,6 @@ ImDrawListSharedData::ImDrawListSharedData()
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const float a = ((float)i * 2 * IM_PI) / (float)IM_COUNTOF(ArcFastVtx);
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ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
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}
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ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
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}
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ImDrawListSharedData::~ImDrawListSharedData()
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@@ -412,17 +411,17 @@ ImDrawListSharedData::~ImDrawListSharedData()
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void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
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{
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if (CircleSegmentMaxError == max_error)
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if (CircleTessellationMaxError == max_error)
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return;
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IM_ASSERT(max_error > 0.0f);
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CircleSegmentMaxError = max_error;
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CircleTessellationMaxError = max_error;
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for (int i = 0; i < IM_COUNTOF(CircleSegmentCounts); i++)
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{
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const float radius = (float)i;
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CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
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CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleTessellationMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
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}
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ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
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ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleTessellationMaxError);
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}
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ImDrawList::ImDrawList(ImDrawListSharedData* shared_data)
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@@ -660,7 +659,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
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if (radius_idx >= 0 && radius_idx < IM_COUNTOF(_Data->CircleSegmentCounts))
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return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
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else
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return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
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return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleTessellationMaxError);
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}
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// 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)
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