mirror of
https://github.com/ocornut/imgui.git
synced 2026-08-21 06:41:09 +00:00
DrawList: misc fixes, amends (replace uses of GetColorU32, macros fixes, default flags). Demo: added rotating square, added MiterOnly checkbox.
This commit is contained in:
2
imgui.h
2
imgui.h
@@ -3570,7 +3570,7 @@ struct ImDrawList
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inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
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inline void PathFillConvex(ImU32 col, ImDrawFlags flags = 0) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, flags); _Path.Size = 0; }
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inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
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inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = ImDrawFlags_StrokeCenter) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
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inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
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IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
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@@ -10418,7 +10418,6 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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static bool curve_segments_override = false;
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static int curve_segments_override_v = 8;
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static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
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static bool square_caps = false;
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ImGui::DragFloat("Size", &sz, 0.2f, 0.2f, 100.0f, "%.0f");
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ImGui::DragFloat("Thickness", &thickness, 0.1f, 0.0f, 30.0f, "%.02f");
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ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
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@@ -10429,7 +10428,6 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
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ImGui::ColorEdit4("Color", &colf.x);
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ImGui::Checkbox("Square caps", &square_caps);
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static ImDrawFlags flags = ImDrawFlags_None;
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ImGui::AlignTextToFramePadding();
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@@ -10440,12 +10438,13 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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ImGui::SameLine(); ImGui::RadioButton("CenterPixelAligned", &flags, ImDrawFlags_StrokeCenterPixelAligned);
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ImGui::SameLine(); ImGui::RadioButton("Outside", &flags, ImDrawFlags_StrokeOutside);
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ImGui::SameLine(); ImGui::RadioButton("Legacy", &flags, ImDrawFlags_StrokeLegacy);
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ImGui::CheckboxFlags("MiterOnly", &flags, ImDrawFlags_MiterOnly);
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ImGui::SameLine(); ImGui::CheckboxFlags("SquareCap", &flags, ImDrawFlags_SquareCap);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImU32 col = ImColor(colf);
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const float spacing = 10.0f;
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const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;
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const ImDrawFlags cap_flags = square_caps ? ImDrawFlags_SquareCap : ImDrawFlags_None;
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const float rounding = sz / 5.0f;
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const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
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const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
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@@ -10464,8 +10463,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, th, flags); x += sz + spacing; // Square
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, flags); x += sz + spacing; // Square with all rounded corners
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, flags | corners_tl_br); x += sz + spacing; // Square with two rounded corners
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draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th/*, flags*/);x += sz + spacing; // Triangle
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//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
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draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th, flags);x += sz + spacing; // Triangle
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//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th, flags); x+= sz*0.4f + spacing; // Thin triangle
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PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, th, flags | ImDrawFlags_Closed); x += sz + spacing; // Concave Shape
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//draw_list->AddPolyline(concave_shape, IM_COUNTOF(concave_shape), col, ImDrawFlags_Closed, th);
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draw_list->AddLineH(x, x + sz, y, col, th, flags); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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@@ -10473,19 +10472,29 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th, flags); x += sz + spacing;
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draw_list->AddLine(ImVec2(x, y + sz), ImVec2(x, y), col, th, flags); x += spacing;
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th, flags | cap_flags); x += sz + spacing; // Diagonal line
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th, flags); x += sz + spacing; // Diagonal line
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// Rotating square made of lines
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float side_step = 3.141592f * 0.5f;
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for (int side = 0; side < 4; side++)
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{
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float t = (float)ImGui::GetTime() * 0.3f + side * side_step;
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ImVec2 center(x + sz * 0.5f, y + sz * 0.5f);
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draw_list->AddLine({ center.x + cosf(t) * sz * 0.5f, center.y + sinf(t) * sz * 0.5f }, { center.x + cosf(t + side_step) * sz * 0.5f, center.y + sinf(t + side_step) * sz * 0.5f }, col, th, flags);
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}
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x += sz + spacing;
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// Path
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draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f);
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draw_list->PathStroke(col, th, flags | cap_flags);
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draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f * -0.5f, 3.141592f);
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draw_list->PathStroke(col, th, flags);
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x += sz + spacing;
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// Quadratic Bezier Curve (3 control points)
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draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments, flags | cap_flags);
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draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments, flags);
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x += sz + spacing;
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// Cubic Bezier Curve (4 control points)
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draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments, flags | cap_flags);
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draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments, flags);
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x = p.x + 4;
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y += sz + spacing;
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@@ -825,6 +825,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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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) { 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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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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// We avoid using the 'do { } while (false)` idiom in those macros as they typically have overhead in debug builds.
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#define IM_APPEND_VTX(PX, PY, UV, COL) \
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{ \
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@@ -851,7 +852,7 @@ void ImDrawList::_AddPolyline(const ImVec2* points, ImVec2* normals, float* sqr_
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{
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const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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const ImDrawFlags stroke_pos = (flags & ImDrawFlags_StrokeMask_);
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const ImDrawFlags stroke_pos = _GetStrokePos(flags, ImDrawFlags_StrokeCenter);
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const bool closed = (flags & ImDrawFlags_Closed) != 0;
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const bool miters_only = (flags & ImDrawFlags_MiterOnly) != 0;
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const float miter_distance_limit_sqr = IM_POLYLINE_MITER_LIMIT * IM_POLYLINE_MITER_LIMIT;
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@@ -994,7 +995,7 @@ void ImDrawList::_AddPolyline(const ImVec2* points, ImVec2* normals, float* sqr_
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// miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm
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const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0.
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const float miter_scale_factor = ImMin(1000.f, 1.f / (1.0f + cos_theta_clamped));
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const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped));
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float miter_offset_x = (n0.x + n1.x) * miter_scale_factor;
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float miter_offset_y = (n0.y + n1.y) * miter_scale_factor;
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@@ -1123,6 +1124,14 @@ void ImDrawList::_AddPolyline(const ImVec2* points, ImVec2* normals, float* sqr_
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PrimUnreserve(idx_count - idx_used, vtx_count - vtx_used);
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}
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static ImU32 ImAlphaMultiply(ImU32 col, float alpha_mul)
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{
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IM_ASSERT_PARANOID(a >= 0.0f && a < 1.0f); // We don't clamp!
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ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
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a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, float thickness, ImDrawFlags flags)
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{
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if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
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@@ -1133,8 +1142,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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return;
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if (screen_thickness < 1.0f)
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{
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const float alpha = screen_thickness;
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col = ImGui::GetColorU32(col, alpha);
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col = ImAlphaMultiply(col, screen_thickness);
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screen_thickness = 1.0f;
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thickness = _FringeScale;
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}
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@@ -1512,7 +1520,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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const float cos_theta = n0.x * n1.x + n0.y * n1.y;
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// miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm
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const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0.
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const float miter_scale_factor = ImMin(1000.f, 1.f / (1.0f + cos_theta_clamped));
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const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped));
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const float miter_offset_x = (n0.x + n1.x) * miter_scale_factor * half_aa;
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const float miter_offset_y = (n0.y + n1.y) * miter_scale_factor * half_aa;
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@@ -1548,7 +1556,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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const float cos_theta = n0.x * n1.x + n0.y * n1.y;
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// miter offset formula is derived here: https://www.angusj.com/clipper2/Docs/Trigonometry.htm
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const float cos_theta_clamped = ImMax(IM_POLYLINE_MITER_ANGLE_LIMIT, cos_theta); // Avoid div by 0.
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const float miter_scale_factor = ImMin(1000.f, 1.f / (1.0f + cos_theta_clamped));
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const float miter_scale_factor = ImMin(1000.0f, 1.0f / (1.0f + cos_theta_clamped));
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float miter_offset_x = (n0.x + n1.x) * miter_scale_factor;
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float miter_offset_y = (n0.y + n1.y) * miter_scale_factor;
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@@ -2091,6 +2099,7 @@ void ImDrawList::AddLineH(float min_x, float max_x, float y, ImU32 col, float th
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}
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else
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{
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// FIXME-POLYLINE: Implement square caps
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AddRectFilled(ImVec2(min_x, y), ImVec2(max_x, y + thickness), col);
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}
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}
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@@ -2122,6 +2131,7 @@ void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float th
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}
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else
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{
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// FIXME-POLYLINE: Implement square caps
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AddRectFilled(ImVec2(x, min_y), ImVec2(x + thickness, max_y), col);
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}
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}
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@@ -2452,6 +2462,7 @@ void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, fl
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PathStroke(col, thickness, ImDrawFlags_Closed | ImDrawFlags_MiterOnly | ImDrawFlags_StrokeInside);
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#else
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// textured_round_corners
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const bool is_truncated = _FringeScaleIsInteger && ImIsTruncated4(p_min.x, p_min.y, p_max.x, p_max.y) && ImIsTruncated4(rounding, thickness, 0.0f, 0.0f);
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if ((stroke_pos == ImDrawFlags_StrokeInside || stroke_pos == ImDrawFlags_StrokeOutside || stroke_pos == ImDrawFlags_StrokeCenterPixelAligned) && is_truncated)
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{
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@@ -2770,8 +2781,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
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return;
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if (screen_diameter < 1.0f)
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{
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const float alpha = screen_diameter;
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col = ImGui::GetColorU32(col, alpha);
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col = ImAlphaMultiply(col, screen_diameter);
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radius = _FringeScale * 0.5f;
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}
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@@ -2817,7 +2827,6 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_
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outer_radius = radius;
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else if (stroke_pos == ImDrawFlags_StrokeOutside)
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outer_radius = radius + miter_thickness;
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if (outer_radius < (miter_thickness + _FringeScale))
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{
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// The polygon has collapsed into a filled polygon.
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@@ -2842,8 +2851,7 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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return;
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if (screen_diameter < 1.0f)
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{
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const float alpha = screen_diameter;
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col = ImGui::GetColorU32(col, alpha);
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col = ImAlphaMultiply(col, screen_diameter);
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radius = _FringeScale * 0.5f;
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}
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