axmol/extensions/ImGuiEXT/imgui/imgui_draw.cpp

5089 lines
239 KiB
C++

// dear imgui, v1.84
// (drawing and font code)
/*
Index of this file:
// [SECTION] STB libraries implementation
// [SECTION] Style functions
// [SECTION] ImDrawList
// [SECTION] ImDrawListSplitter
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
# define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
# ifndef IMGUI_DEFINE_MATH_OPERATORS
# define IMGUI_DEFINE_MATH_OPERATORS
# endif
# include "imgui_internal.h"
# ifdef IMGUI_ENABLE_FREETYPE
# include "misc/freetype/imgui_freetype.h"
# endif
# include <stdio.h> // vsnprintf, sscanf, printf
# if !defined(alloca)
# if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
# include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
# elif defined(_WIN32)
# include <malloc.h> // alloca
# if !defined(alloca)
# define alloca _alloca // for clang with MS Codegen
# endif
# else
# include <stdlib.h> // alloca
# endif
# endif
// Visual Studio warnings
# ifdef _MSC_VER
# pragma warning(disable : 4127) // condition expression is constant
# pragma warning(disable : 4505) // unreferenced local function has been removed (stb stuff)
# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf,
// vsnprintf, sscanf, fopen
# pragma warning(disable : 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow
// exception. Consider using _malloca instead.
# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte
// value and then casting the result to a 8 byte value. Cast the value to the
// wider type before calling operator 'xxx' to avoid overflow(io.2).
# pragma warning(disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over
// 'enum' (Enum.3). [MSVC Static Analyzer)
# endif
// Clang/GCC warnings with -Weverything
# if defined(__clang__)
# if __has_warning("-Wunknown-warning-option")
# pragma clang diagnostic ignored \
"-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all
// warnings are known by all Clang versions and they tend to be
// rename-happy.. so ignoring warnings triggers new warnings on some
// configuration. Great!
# endif
# if __has_warning("-Walloca")
# pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
# endif
# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more
// terse.
# pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
// // storing and comparing against same constants ok.
# pragma clang diagnostic ignored \
"-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above,
// not sure what the exact difference is.
# pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
# pragma clang diagnostic ignored \
"-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some
// standard header variations use #define NULL 0
# pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
# pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
# pragma clang diagnostic ignored \
"-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to
// function // using printf() is a misery with this as C++ va_arg ellipsis changes
// float to double.
# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx'
// to 'float' may lose precision
# elif defined(__GNUC__)
# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
# pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
# pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double'
// when passing argument to function
# pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
# pragma GCC diagnostic ignored \
"-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
# pragma GCC diagnostic ignored \
"-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx'
// with no trivial copy-assignment; use assignment or value-initialization instead
# endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
//-------------------------------------------------------------------------
// Compile time options:
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
# ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
# endif
# ifdef _MSC_VER
# pragma warning(push)
# pragma warning(disable : 4456) // declaration of 'xx' hides previous local declaration
# pragma warning(disable : 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
# pragma warning(disable : 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is
// '_Old_3`kernel_width' bytes, but '3' bytes may be read.
# pragma warning(disable : 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL
// value as 'cur->next' did.
# endif
# if defined(__clang__)
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Wunused-function"
# pragma clang diagnostic ignored "-Wmissing-prototypes"
# pragma clang diagnostic ignored "-Wimplicit-fallthrough"
# pragma clang diagnostic ignored \
"-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
# endif
# if defined(__GNUC__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored \
"-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
# pragma GCC diagnostic ignored \
"-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
# endif
# ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation
// unit (e.g. unity builds)
# ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in
// another compilation unit
# define STBRP_STATIC
# define STBRP_ASSERT(x) \
do \
{ \
IM_ASSERT(x); \
} while (0)
# define STBRP_SORT ImQsort
# define STB_RECT_PACK_IMPLEMENTATION
# endif
# ifdef IMGUI_STB_RECT_PACK_FILENAME
# include IMGUI_STB_RECT_PACK_FILENAME
# else
# include "imstb_rectpack.h"
# endif
# endif
# ifdef IMGUI_ENABLE_STB_TRUETYPE
# ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_
// compilation unit (e.g. unity builds)
# ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in
// another compilation unit
# define STBTT_malloc(x, u) ((void)(u), IM_ALLOC(x))
# define STBTT_free(x, u) ((void)(u), IM_FREE(x))
# define STBTT_assert(x) \
do \
{ \
IM_ASSERT(x); \
} while (0)
# define STBTT_fmod(x, y) ImFmod(x, y)
# define STBTT_sqrt(x) ImSqrt(x)
# define STBTT_pow(x, y) ImPow(x, y)
# define STBTT_fabs(x) ImFabs(x)
# define STBTT_ifloor(x) ((int)ImFloorSigned(x))
# define STBTT_iceil(x) ((int)ImCeil(x))
# define STBTT_STATIC
# define STB_TRUETYPE_IMPLEMENTATION
# else
# define STBTT_DEF extern
# endif
# ifdef IMGUI_STB_TRUETYPE_FILENAME
# include IMGUI_STB_TRUETYPE_FILENAME
# else
# include "imstb_truetype.h"
# endif
# endif
# endif // IMGUI_ENABLE_STB_TRUETYPE
# if defined(__GNUC__)
# pragma GCC diagnostic pop
# endif
# if defined(__clang__)
# pragma clang diagnostic pop
# endif
# if defined(_MSC_VER)
# pragma warning(pop)
# endif
# ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
# endif
//-----------------------------------------------------------------------------
// [SECTION] Style functions
//-----------------------------------------------------------------------------
void ImGui::StyleColorsDark(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
}
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList
//-----------------------------------------------------------------------------
ImDrawListSharedData::ImDrawListSharedData()
{
memset(this, 0, sizeof(*this));
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
IM_ASSERT(max_error > 0.0f);
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] =
(ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
// Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with
// GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data->InitialFlags;
memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
_FringeScale = 1.0f;
}
void ImDrawList::_ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
}
ImDrawList* ImDrawList::CloneOutput() const
{
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
dst->CmdBuffer = CmdBuffer;
dst->IdxBuffer = IdxBuffer;
dst->VtxBuffer = VtxBuffer;
dst->Flags = Flags;
return dst;
}
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size >
// 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
if (CmdBuffer.Size == 0)
return;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
# define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
# define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) \
(memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
# define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) \
(memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL &&
prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
}
}
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to
// perform any check so we always have a command ready in the stack. The cost of figuring out if a new command has to be
// added or if we can merge is paid in those Update** functions only.
void ImDrawList::_OnChangedClipRect()
{
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 &&
prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
void ImDrawList::_OnChangedTextureID()
{
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 &&
prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the
// time we call this.
_VtxCurrentIdx = 0;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
// IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
{
// Automatic segment count
const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping.
// Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x)
cr.x = current.x;
if (cr.y < current.y)
cr.y = current.y;
if (cr.z > current.z)
cr.z = current.z;
if (cr.w > current.w)
cr.w = current.w;
}
cr.z = ImMax(cr.x, cr.z);
cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr);
_CmdHeader.ClipRect = cr;
_OnChangedClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y),
ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}
void ImDrawList::PopClipRect()
{
_ClipRectStack.pop_back();
_CmdHeader.ClipRect =
(_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
}
void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
void ImDrawList::PopTextureID()
{
_TextureIdStack.pop_back();
_CmdHeader.TextureId =
(_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
// FIXME: In theory we should be testing that vtx_count <64k here.
// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for
// us to not make that check until we rework the text functions to handle clipping and large horizontal lines
// better.
_CmdHeader.VtxOffset = VtxBuffer.Size;
_OnChangedVtxOffset();
}
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
int idx_buffer_old_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_old_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx;
_IdxWritePtr[1] = (ImDrawIdx)(idx + 1);
_IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[3] = idx;
_IdxWritePtr[4] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
_VtxWritePtr[0].pos = a;
_VtxWritePtr[0].uv = uv;
_VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b;
_VtxWritePtr[1].uv = uv;
_VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c;
_VtxWritePtr[2].uv = uv;
_VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d;
_VtxWritePtr[3].uv = uv;
_VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx;
_IdxWritePtr[1] = (ImDrawIdx)(idx + 1);
_IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[3] = idx;
_IdxWritePtr[4] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
_VtxWritePtr[0].pos = a;
_VtxWritePtr[0].uv = uv_a;
_VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b;
_VtxWritePtr[1].uv = uv_b;
_VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c;
_VtxWritePtr[2].uv = uv_c;
_VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d;
_VtxWritePtr[3].uv = uv_d;
_VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimQuadUV(const ImVec2& a,
const ImVec2& b,
const ImVec2& c,
const ImVec2& d,
const ImVec2& uv_a,
const ImVec2& uv_b,
const ImVec2& uv_c,
const ImVec2& uv_d,
ImU32 col)
{
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx;
_IdxWritePtr[1] = (ImDrawIdx)(idx + 1);
_IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[3] = idx;
_IdxWritePtr[4] = (ImDrawIdx)(idx + 2);
_IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
_VtxWritePtr[0].pos = a;
_VtxWritePtr[0].uv = uv_a;
_VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b;
_VtxWritePtr[1].uv = uv_b;
_VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c;
_VtxWritePtr[2].uv = uv_c;
_VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d;
_VtxWritePtr[3].uv = uv_d;
_VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to
// optimize debug/non-inlined builds.
// - Those macros expects l-values and need to be used as their own statement.
// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to
// runtime with debug compilers.
# define IM_NORMALIZE2F_OVER_ZERO(VX, VY) \
{ \
float d2 = VX * VX + VY * VY; \
if (d2 > 0.0f) \
{ \
float inv_len = ImRsqrt(d2); \
VX *= inv_len; \
VY *= inv_len; \
} \
} \
(void)0
# define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
# define IM_FIXNORMAL2F(VX, VY) \
{ \
float d2 = VX * VX + VY * VY; \
if (d2 > 0.000001f) \
{ \
float inv_len2 = 1.0f / d2; \
if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) \
inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; \
VX *= inv_len2; \
VY *= inv_len2; \
} \
} \
(void)0
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points,
const int points_count,
ImU32 col,
ImDrawFlags flags,
float thickness)
{
if (points_count < 2)
return;
const bool closed = (flags & ImDrawFlags_Closed) != 0;
const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > _FringeScale);
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
// Thicknesses <1.0 should behave like thickness 1.0
thickness = ImMax(thickness, 1.0f);
const int integer_thickness = (int)thickness;
const float fractional_thickness = thickness - integer_thickness;
// Do we want to draw this line using a texture?
// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be
// improved.
// - If AA_SIZE is not 1.0f we cannot use the texture path.
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) &&
(integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) &&
(fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless
// ImFontAtlasFlags_NoBakedLines is off
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
PrimReserve(idx_count, vtx_count);
// Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp
// points for each line point
ImVec2* temp_normals =
(ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630
ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
float dx = points[i2].x - points[i1].x;
float dy = points[i2].y - points[i1].y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i1].x = dy;
temp_normals[i1].y = -dx;
}
if (!closed)
temp_normals[points_count - 1] = temp_normals[points_count - 2];
// If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or
// 3 vertices per point
if (use_texture || !thick_line)
{
// [PATH 1] Texture-based lines (thick or non-thick)
// [PATH 2] Non texture-based lines (non-thick)
// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself,
// plus "one pixel" for AA.
// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes
// to that code.
// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g.
// fringe_scale patch to
// allow scaling geometry while preserving one-screen-pixel AA fringe).
const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
// If line is not closed, the first and last points need to be generated differently as there are no normals
// to blend
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
temp_points[(points_count - 1) * 2 + 0] =
points[points_count - 1] + temp_normals[points_count - 1] * half_draw_size;
temp_points[(points_count - 1) * 2 + 1] =
points[points_count - 1] - temp_normals[points_count - 1] * half_draw_size;
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line
// edges This takes points n and n+1 and writes into n+1, with the first point in a closed line being
// generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
const unsigned int idx2 = ((i1 + 1) == points_count)
? _VtxCurrentIdx
: (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
// Add temporary vertexes for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
out_vtx[1].x = points[i2].x - dm_x;
out_vtx[1].y = points[i2].y - dm_y;
if (use_texture)
{
// Add indices for two triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0);
_IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
_IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1);
_IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
_IdxWritePtr += 6;
}
else
{
// Add indexes for four triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0);
_IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1);
_IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0);
_IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
_IdxWritePtr += 12;
}
idx1 = idx2;
}
// Add vertexes for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
/*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
{
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
}*/
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 2 + 0];
_VtxWritePtr[0].uv = tex_uv0;
_VtxWritePtr[0].col = col; // Left-side outer edge
_VtxWritePtr[1].pos = temp_points[i * 2 + 1];
_VtxWritePtr[1].uv = tex_uv1;
_VtxWritePtr[1].col = col; // Right-side outer edge
_VtxWritePtr += 2;
}
}
else
{
// If we're not using a texture, we need the center vertex as well
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = points[i];
_VtxWritePtr[0].uv = opaque_uv;
_VtxWritePtr[0].col = col; // Center of line
_VtxWritePtr[1].pos = temp_points[i * 2 + 0];
_VtxWritePtr[1].uv = opaque_uv;
_VtxWritePtr[1].col = col_trans; // Left-side outer edge
_VtxWritePtr[2].pos = temp_points[i * 2 + 1];
_VtxWritePtr[2].uv = opaque_uv;
_VtxWritePtr[2].col = col_trans; // Right-side outer edge
_VtxWritePtr += 3;
}
}
}
else
{
// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four
// vertices per point
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
// If line is not closed, the first and last points need to be generated differently as there are no normals
// to blend
if (!closed)
{
const int points_last = points_count - 1;
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 0] =
points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 1] =
points[points_last] + temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 2] =
points[points_last] - temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 3] =
points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line
// edges This takes points n and n+1 and writes into n+1, with the first point in a closed line being
// generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
const unsigned int idx2 =
(i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertices
ImVec2* out_vtx = &temp_points[i2 * 4];
out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y;
out_vtx[1].x = points[i2].x + dm_in_x;
out_vtx[1].y = points[i2].y + dm_in_y;
out_vtx[2].x = points[i2].x - dm_in_x;
out_vtx[2].y = points[i2].y - dm_in_y;
out_vtx[3].x = points[i2].x - dm_out_x;
out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1);
_IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1);
_IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0);
_IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3);
_IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr += 18;
idx1 = idx2;
}
// Add vertices
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 4 + 0];
_VtxWritePtr[0].uv = opaque_uv;
_VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i * 4 + 1];
_VtxWritePtr[1].uv = opaque_uv;
_VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i * 4 + 2];
_VtxWritePtr[2].uv = opaque_uv;
_VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i * 4 + 3];
_VtxWritePtr[3].uv = opaque_uv;
_VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4;
}
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// [PATH 4] Non texture-based, Non anti-aliased lines
const int idx_count = count * 6;
const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
PrimReserve(idx_count, vtx_count);
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
dx *= (thickness * 0.5f);
dy *= (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy;
_VtxWritePtr[0].pos.y = p1.y - dx;
_VtxWritePtr[0].uv = opaque_uv;
_VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy;
_VtxWritePtr[1].pos.y = p2.y - dx;
_VtxWritePtr[1].uv = opaque_uv;
_VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy;
_VtxWritePtr[2].pos.y = p2.y + dx;
_VtxWritePtr[2].uv = opaque_uv;
_VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy;
_VtxWritePtr[3].pos.y = p1.y + dx;
_VtxWritePtr[3].uv = opaque_uv;
_VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx);
_IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1);
_IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx);
_IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined
// builds.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2) * 3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx);
_IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1));
_IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
_IdxWritePtr += 3;
}
// Compute normals
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x);
_VtxWritePtr[0].pos.y = (points[i1].y - dm_y);
_VtxWritePtr[0].uv = uv;
_VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x);
_VtxWritePtr[1].pos.y = (points[i1].y + dm_y);
_VtxWritePtr[1].uv = uv;
_VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1));
_IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1));
_IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2) * 3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i];
_VtxWritePtr[0].uv = uv;
_VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx);
_IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1);
_IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
// Calculate arc auto segment step size
if (a_step <= 0)
a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
// Make sure we never do steps larger than one quarter of the circle
a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
const int sample_range = ImAbs(a_max_sample - a_min_sample);
const int a_next_step = a_step;
int samples = sample_range + 1;
bool extra_max_sample = false;
if (a_step > 1)
{
samples = sample_range / a_step + 1;
const int overstep = sample_range % a_step;
if (overstep > 0)
{
extra_max_sample = true;
samples++;
// When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
// distribute first step range evenly between them by reducing first step size.
if (sample_range > 0)
a_step -= (a_step - overstep) / 2;
}
}
_Path.resize(_Path.Size + samples);
ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
int sample_index = a_min_sample;
if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
{
sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
}
if (a_max_sample >= a_min_sample)
{
for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over
// range twice or more
if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
else
{
for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over
// range twice or more
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
if (extra_max_sample)
{
int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (normalized_max_sample < 0)
normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
}
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
// Note that we are adding a point at both a_min and a_max.
// If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
}
}
// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12,
a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
}
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
if (num_segments > 0)
{
_PathArcToN(center, radius, a_min, a_max, num_segments);
return;
}
// Automatic segment count
if (radius <= _Data->ArcFastRadiusCutoff)
{
const bool a_is_reverse = a_max < a_min;
// We are going to use precomputed values for mid samples.
// Determine first and last sample in lookup table that belong to the arc.
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);
const int a_mid_samples =
a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f;
const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
_Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
if (a_mid_samples > 0)
_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
if (a_emit_end)
_Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
}
else
{
const float arc_length = ImAbs(a_max - a_min);
const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
const int arc_segment_count =
ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
}
}
ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
float w1 = u * u * u;
float w2 = 3 * u * u * t;
float w3 = 3 * u * t * t;
float w4 = t * t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
}
ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
{
float u = 1.0f - t;
float w1 = u * u;
float w2 = 2 * u * t;
float w3 = t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
}
// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
float x4,
float y4,
float tess_tol,
int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x4, y4));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
float tess_tol,
int level)
{
float dx = x3 - x1, dy = y3 - y1;
float det = (x2 - x3) * dy - (y2 - y3) * dx;
if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x3, y3));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
}
}
void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y,
_Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
}
}
void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol,
0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
}
}
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
// ~0 --> ImDrawFlags_RoundCornersAll or 0
if (flags == ~0)
return ImDrawFlags_RoundCornersAll;
// Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)
// 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is
// never valid in this path!) 0x02 --> ImDrawFlags_RoundCornersTopRight 0x03 --> ImDrawFlags_RoundCornersTopLeft |
// ImDrawFlags_RoundCornersTopRight 0x04 --> ImDrawFlags_RoundCornersBotLeft 0x05 -->
// ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft
// ...
// 0x0F --> ImDrawFlags_RoundCornersAll or 0
// (See all values in ImDrawCornerFlags_)
if (flags >= 0x01 && flags <= 0x0F)
return (flags << 4);
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone
// or use 'float rounding = 0.0f'
# endif
// If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
return flags;
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
{
flags = FixRectCornerFlags(flags);
rounding =
ImMin(rounding,
ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) ||
((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom)
? 0.5f
: 1.0f) -
1.0f);
rounding =
ImMin(rounding,
ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) ||
((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight)
? 0.5f
: 1.0f) -
1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
PathLineTo(b);
PathLineTo(ImVec2(a.x, b.y));
}
else
{
const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f;
const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f;
const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f;
PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
}
}
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min,
const ImVec2& p_max,
ImU32 col,
float rounding,
ImDrawFlags flags,
float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding,
flags); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
}
else
{
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
}
}
// p_min = upper-left, p_max = lower-right
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min,
const ImVec2& p_max,
ImU32 col_upr_left,
ImU32 col_upr_right,
ImU32 col_bot_right,
ImU32 col_bot_left)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
PrimReserve(6, 4);
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
PrimWriteVtx(p_min, uv, col_upr_left);
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
PrimWriteVtx(p_max, uv, col_bot_right);
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
ImU32 col,
float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
}
PathFillConvex(col);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Cubic Bezier takes 4 controls points
void ImDrawList::AddBezierCubic(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
ImU32 col,
float thickness,
int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
PathStroke(col, 0, thickness);
}
// Quadratic Bezier takes 3 controls points
void ImDrawList::AddBezierQuadratic(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
ImU32 col,
float thickness,
int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierQuadraticCurveTo(p2, p3, num_segments);
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(const ImFont* font,
float font_size,
const ImVec2& pos,
ImU32 col,
const char* text_begin,
const char* text_end,
float wrap_width,
const ImVec4* cpu_fine_clip_rect)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (text_end == NULL)
text_end = text_begin + strlen(text_begin);
if (text_begin == text_end)
return;
// Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL)
font = _Data->Font;
if (font_size == 0.0f)
font_size = _Data->FontSize;
IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level
// ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect)
{
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
}
font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width,
cpu_fine_clip_rect != NULL);
}
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id,
const ImVec2& p_min,
const ImVec2& p_max,
const ImVec2& uv_min,
const ImVec2& uv_max,
ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id,
const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
const ImVec2& uv1,
const ImVec2& uv2,
const ImVec2& uv3,
const ImVec2& uv4,
ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id,
const ImVec2& p_min,
const ImVec2& p_max,
const ImVec2& uv_min,
const ImVec2& uv_max,
ImU32 col,
float rounding,
ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
PopTextureID();
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter
//-----------------------------------------------------------------------------
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector
// swap..
//-----------------------------------------------------------------------------
void ImDrawListSplitter::ClearFreeMemory()
{
for (int i = 0; i < _Channels.Size; i++)
{
if (i == _Current)
memset(&_Channels[i], 0,
sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
_Channels[i]._CmdBuffer.clear();
_Channels[i]._IdxBuffer.clear();
}
_Current = 0;
_Count = 1;
_Channels.clear();
}
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_UNUSED(draw_list);
IM_ASSERT(_Current == 0 && _Count <= 1 &&
"Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
{
_Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
_Channels.resize(channels_count);
}
_Count = channels_count;
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we
// don't strictly need to. When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into
// Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
for (int i = 1; i < channels_count; i++)
{
if (i >= old_channels_count)
{
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
}
else
{
_Channels[i]._CmdBuffer.resize(0);
_Channels[i]._IdxBuffer.resize(0);
}
}
}
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{
// Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to
// keep all sub-buffers ready for use.
if (_Count <= 1)
return;
SetCurrentChannel(draw_list, 0);
draw_list->_PopUnusedDrawCmd();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
int new_idx_buffer_count = 0;
ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for
// UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL &&
next_cmd->UserCallback == NULL)
{
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += next_cmd->ElemCount;
idx_offset += next_cmd->ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
}
if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back();
new_cmd_buffer_count += ch._CmdBuffer.Size;
new_idx_buffer_count += ch._IdxBuffer.Size;
for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
{
ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
}
}
draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (int sz = ch._CmdBuffer.Size)
{
memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd));
cmd_write += sz;
}
if (int sz = ch._IdxBuffer.Size)
{
memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx));
idx_write += sz;
}
}
draw_list->_IdxWritePtr = idx_write;
// Ensure there's always a non-callback draw command trailing the command-buffer
if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
draw_list->AddDrawCmd();
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
_Count = 1;
}
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
{
IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx)
return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
_Current = idx;
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd =
(draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd == NULL)
draw_list->AddDrawCmd();
else if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------
// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note:
// this is slow and most likely a waste of resources. Always prefer indexed rendering!
void ImDrawData::DeIndexAllBuffers()
{
ImVector<ImDrawVert> new_vtx_buffer;
TotalVtxCount = TotalIdxCount = 0;
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
if (cmd_list->IdxBuffer.empty())
continue;
new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
cmd_list->VtxBuffer.swap(new_vtx_buffer);
cmd_list->IdxBuffer.resize(0);
TotalVtxCount += cmd_list->VtxBuffer.Size;
}
}
// Helper to scale the ClipRect field of each ImDrawCmd.
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
// or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y,
cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] Helpers ShadeVertsXXX functions
//-----------------------------------------------------------------------------
// Generic linear color gradient, write to RGB fields, leave A untouched.
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,
int vert_start_idx,
int vert_end_idx,
ImVec2 gradient_p0,
ImVec2 gradient_p1,
ImU32 col0,
ImU32 col1)
{
ImVec2 gradient_extent = gradient_p1 - gradient_p0;
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
{
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
int r = (int)(col0_r + col_delta_r * t);
int g = (int)(col0_g + col_delta_g * t);
int b = (int)(col0_b + col_delta_b * t);
vert->col =
(r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
}
}
// Distribute UV over (a, b) rectangle
void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list,
int vert_start_idx,
int vert_end_idx,
const ImVec2& a,
const ImVec2& b,
const ImVec2& uv_a,
const ImVec2& uv_b,
bool clamp)
{
const ImVec2 size = b - a;
const ImVec2 uv_size = uv_b - uv_a;
const ImVec2 scale =
ImVec2(size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
if (clamp)
{
const ImVec2 min = ImMin(uv_a, uv_b);
const ImVec2 max = ImMax(uv_a, uv_b);
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
}
else
{
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
}
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------
ImFontConfig::ImFontConfig()
{
memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
OversampleH = 3; // FIXME: 2 may be a better default?
OversampleV = 1;
GlyphMaxAdvanceX = FLT_MAX;
RasterizerMultiply = 1.0f;
EllipsisChar = (ImWchar)-1;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas
//-----------------------------------------------------------------------------
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char
FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = {
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
"X - X.X - X.....X - X.....X -X...X - X...X- X..X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
" X..X - X...X - X...X - X..X X..X - - X........X "
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
"------------ - X - X -X.....................X- ------------------"
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = {
// Pos ........ Size ......... Offset ......
{ImVec2(0, 3), ImVec2(12, 19), ImVec2(0, 0)}, // ImGuiMouseCursor_Arrow
{ImVec2(13, 0), ImVec2(7, 16), ImVec2(1, 8)}, // ImGuiMouseCursor_TextInput
{ImVec2(31, 0), ImVec2(23, 23), ImVec2(11, 11)}, // ImGuiMouseCursor_ResizeAll
{ImVec2(21, 0), ImVec2(9, 23), ImVec2(4, 11)}, // ImGuiMouseCursor_ResizeNS
{ImVec2(55, 18), ImVec2(23, 9), ImVec2(11, 4)}, // ImGuiMouseCursor_ResizeEW
{ImVec2(73, 0), ImVec2(17, 17), ImVec2(8, 8)}, // ImGuiMouseCursor_ResizeNESW
{ImVec2(55, 0), ImVec2(17, 17), ImVec2(8, 8)}, // ImGuiMouseCursor_ResizeNWSE
{ImVec2(91, 0), ImVec2(17, 22), ImVec2(5, 0)}, // ImGuiMouseCursor_Hand
};
ImFontAtlas::ImFontAtlas()
{
memset(this, 0, sizeof(*this));
TexGlyphPadding = 1;
PackIdMouseCursors = PackIdLines = -1;
}
ImFontAtlas::~ImFontAtlas()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Clear();
}
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (int i = 0; i < ConfigData.Size; i++)
if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
{
IM_FREE(ConfigData[i].FontData);
ConfigData[i].FontData = NULL;
}
// When clearing this we lose access to the font name and other information used to build the font.
for (int i = 0; i < Fonts.Size; i++)
if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
{
Fonts[i]->ConfigData = NULL;
Fonts[i]->ConfigDataCount = 0;
}
ConfigData.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
TexReady = false;
}
void ImFontAtlas::ClearTexData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
if (TexPixelsAlpha8)
IM_FREE(TexPixelsAlpha8);
if (TexPixelsRGBA32)
IM_FREE(TexPixelsRGBA32);
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexPixelsUseColors = false;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Fonts.clear_delete();
TexReady = false;
}
void ImFontAtlas::Clear()
{
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels,
int* out_width,
int* out_height,
int* out_bytes_per_pixel)
{
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
Build();
*out_pixels = TexPixelsAlpha8;
if (out_width)
*out_width = TexWidth;
if (out_height)
*out_height = TexHeight;
if (out_bytes_per_pixel)
*out_bytes_per_pixel = 1;
}
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels,
int* out_width,
int* out_height,
int* out_bytes_per_pixel)
{
// Convert to RGBA32 format on demand
// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
if (!TexPixelsRGBA32)
{
unsigned char* pixels = NULL;
GetTexDataAsAlpha8(&pixels, NULL, NULL);
if (pixels)
{
TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
}
}
*out_pixels = (unsigned char*)TexPixelsRGBA32;
if (out_width)
*out_width = TexWidth;
if (out_height)
*out_height = TexHeight;
if (out_bytes_per_pixel)
*out_bytes_per_pixel = 4;
}
ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f);
// Create new font
if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont));
else
IM_ASSERT(!Fonts.empty() &&
"Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already
// been added before. You can use
// ImGui::GetIO().Fonts->AddFontDefault() to add the
// default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
if (new_font_cfg.DstFont == NULL)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
new_font_cfg.FontDataOwnedByAtlas = true;
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
}
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
// Invalidate texture
TexReady = false;
ClearTexData();
return new_font_cfg.DstFont;
}
// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for
// encoder)
static unsigned int stb_decompress_length(const unsigned char* input);
static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c)
{
return c >= '\\' ? c - 36 : c - 35;
}
static void Decode85(const unsigned char* src, unsigned char* dst)
{
while (*src)
{
unsigned int tmp = Decode85Byte(src[0]) +
85 * (Decode85Byte(src[1]) +
85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF);
dst[1] = ((tmp >> 8) & 0xFF);
dst[2] = ((tmp >> 16) & 0xFF);
dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
src += 5;
dst += 4;
}
}
// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
{
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
}
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
font_cfg.EllipsisChar = (ImWchar)0x0085;
font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
ImFont* font =
AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
return font;
}
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename,
float size_pixels,
const ImFontConfig* font_cfg_template,
const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
size_t data_size = 0;
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT_USER_ERROR(0, "Could not load font file!");
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (font_cfg.Name[0] == '\0')
{
// Store a short copy of filename into into the font name for convenience
const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--)
{}
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
}
return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
}
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned
// TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data,
int ttf_size,
float size_pixels,
const ImFontConfig* font_cfg_template,
const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontData = ttf_data;
font_cfg.FontDataSize = ttf_size;
font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
if (glyph_ranges)
font_cfg.GlyphRanges = glyph_ranges;
return AddFont(&font_cfg);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data,
int compressed_ttf_size,
float size_pixels,
const ImFontConfig* font_cfg_template,
const ImWchar* glyph_ranges)
{
const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontDataOwnedByAtlas = true;
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg,
glyph_ranges);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85,
float size_pixels,
const ImFontConfig* font_cfg,
const ImWchar* glyph_ranges)
{
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font =
AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
IM_FREE(compressed_ttf);
return font;
}
int ImFontAtlas::AddCustomRectRegular(int width, int height)
{
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font,
ImWchar id,
int width,
int height,
float advance_x,
const ImVec2& offset)
{
# ifdef IMGUI_USE_WCHAR32
IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
# endif
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
r.GlyphID = id;
r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset;
r.Font = font;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
{
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
*out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
*out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
}
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type,
ImVec2* out_offset,
ImVec2* out_size,
ImVec2 out_uv_border[2],
ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
IM_ASSERT(PackIdMouseCursors != -1);
ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
out_uv_border[0] = (pos)*TexUvScale;
out_uv_border[1] = (pos + size) * TexUvScale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
out_uv_fill[0] = (pos)*TexUvScale;
out_uv_fill[1] = (pos + size) * TexUvScale;
return true;
}
bool ImFontAtlas::Build()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
// Default font is none are specified
if (ConfigData.Size == 0)
AddFontDefault();
// Select builder
// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
// using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
// and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
const ImFontBuilderIO* builder_io = FontBuilderIO;
if (builder_io == NULL)
{
# ifdef IMGUI_ENABLE_FREETYPE
builder_io = ImGuiFreeType::GetBuilderForFreeType();
# elif defined(IMGUI_ENABLE_STB_TRUETYPE)
builder_io = ImFontAtlasGetBuilderForStbTruetype();
# else
IM_ASSERT(0); // Invalid Build function
# endif
}
// Build
return builder_io->FontBuilder_Build(this);
}
void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
{
for (unsigned int i = 0; i < 256; i++)
{
unsigned int value = (unsigned int)(i * in_brighten_factor);
out_table[i] = value > 255 ? 255 : (value & 0xFF);
}
}
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],
unsigned char* pixels,
int x,
int y,
int w,
int h,
int stride)
{
unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride)
for (int i = 0; i < w; i++)
data[i] = table[data[i]];
}
# ifdef IMGUI_ENABLE_STB_TRUETYPE
// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
struct ImFontBuildSrcData
{
stbtt_fontinfo FontInfo;
stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
stbtt_packedchar* PackedChars; // Output glyphs
const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
};
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
struct ImFontBuildDstData
{
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBitVector
GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
const ImU32* it_begin = in->Storage.begin();
const ImU32* it_end = in->Storage.end();
for (const ImU32* it = it_begin; it < it_end; it++)
if (ImU32 entries_32 = *it)
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & ((ImU32)1 << bit_n))
out->push_back((int)(((it - it_begin) << 5) + bit_n));
}
static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
// Temporary storage for building
ImVector<ImFontBuildSrcData> src_tmp_array;
ImVector<ImFontBuildDstData> dst_tmp_array;
src_tmp_array.resize(atlas->ConfigData.Size);
dst_tmp_array.resize(atlas->Fonts.Size);
memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
// 1. Initialize font loading structure, check font data validity
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than
// when storing indices)
src_tmp.DstIndex = -1;
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
if (src_tmp.DstIndex == -1)
{
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
return false;
}
// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
return false;
// Measure highest codepoints
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
// 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps
// between source fonts to avoid unused glyphs.
int total_glyphs_count = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an
// option for MergeMode (e.g. MergeOverwrite==true)
continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue;
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint);
dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
// 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_
// available _and_ not overlapping another)
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
src_tmp.GlyphsSet.Clear();
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
}
for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
dst_tmp_array[dst_i].GlyphsSet.Clear();
dst_tmp_array.clear();
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
// (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
ImVector<stbrp_rect> buf_rects;
ImVector<stbtt_packedchar> buf_packedchars;
buf_rects.resize(total_glyphs_count);
buf_packedchars.resize(total_glyphs_count);
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
int total_surface = 0;
int buf_rects_out_n = 0;
int buf_packedchars_out_n = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
src_tmp.Rects = &buf_rects[buf_rects_out_n];
src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
buf_rects_out_n += src_tmp.GlyphsCount;
buf_packedchars_out_n += src_tmp.GlyphsCount;
// Convert our ranges in the format stb_truetype wants
ImFontConfig& cfg = atlas->ConfigData[src_i];
src_tmp.PackRange.font_size = cfg.SizePixels;
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
// Gather the sizes of all rectangles we will need to pack (this loop is based on
// stbtt_PackFontRangesGatherRects)
const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels)
: stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
int x0, y0, x1, y1;
const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
IM_ASSERT(glyph_index_in_font != 0);
stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH,
scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
// We need a width for the skyline algorithm, any width!
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width
// can decrease height. User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a
// simple heuristic to select the width based on expected surface.
const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
atlas->TexHeight = 0;
if (atlas->TexDesiredWidth > 0)
atlas->TexWidth = atlas->TexDesiredWidth;
else
atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096
: (surface_sqrt >= 2048 * 0.7f) ? 2048
: (surface_sqrt >= 1024 * 0.7f) ? 1024
: 512;
// 5. Start packing
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small
// values).
const int TEX_HEIGHT_MAX = 1024 * 32;
stbtt_pack_context spc = {};
stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this
// point.
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
// Extend texture height and mark missing glyphs as non-packed so we won't render them.
// FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if
// larger than TexWidth?)
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
if (src_tmp.Rects[glyph_i].was_packed)
atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
}
// 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1)
: ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
spc.pixels = atlas->TexPixelsAlpha8;
spc.height = atlas->TexHeight;
// 8. Render/rasterize font characters into the texture
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
// Apply multiply operator
if (cfg.RasterizerMultiply != 1.0f)
{
unsigned char multiply_table[256];
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
stbrp_rect* r = &src_tmp.Rects[0];
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
if (r->was_packed)
ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h,
atlas->TexWidth * 1);
}
src_tmp.Rects = NULL;
}
// End packing
stbtt_PackEnd(&spc);
buf_rects.clear();
// 9. Setup ImFont and glyphs for runtime
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
// When merging fonts with MergeMode=true:
// - We can have multiple input fonts writing into a same destination font.
// - dst_font->ConfigData is != from cfg which is our source configuration.
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont;
const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
// Register glyph
const int codepoint = src_tmp.GlyphsList[glyph_i];
const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
stbtt_aligned_quad q;
float unused_x = 0.0f, unused_y = 0.0f;
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y,
&q, 0);
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x,
q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);
}
}
// Cleanup
src_tmp_array.clear_destruct();
ImFontAtlasBuildFinish(atlas);
return true;
}
const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
{
static ImFontBuilderIO io;
io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
return &io;
}
# endif // IMGUI_ENABLE_STB_TRUETYPE
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
{
if (!font_config->MergeMode)
{
font->ClearOutputData();
font->FontSize = font_config->SizePixels;
font->ConfigData = font_config;
font->ConfigDataCount = 0;
font->ContainerAtlas = atlas;
font->Ascent = ascent;
font->Descent = descent;
}
font->ConfigDataCount++;
}
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
{
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
IM_ASSERT(pack_context != NULL);
ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
IM_ASSERT(user_rects.Size >=
1); // We expect at least the default custom rects to be registered, else something went wrong.
ImVector<stbrp_rect> pack_rects;
pack_rects.resize(user_rects.Size);
memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
for (int i = 0; i < user_rects.Size; i++)
{
pack_rects[i].w = user_rects[i].Width;
pack_rects[i].h = user_rects[i].Height;
}
stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed)
{
user_rects[i].X = pack_rects[i].x;
user_rects[i].Y = pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
}
}
void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,
int x,
int y,
int w,
int h,
const char* in_str,
char in_marker_char,
unsigned char in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
}
void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,
int x,
int y,
int w,
int h,
const char* in_str,
char in_marker_char,
unsigned int in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
}
static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
IM_ASSERT(r->IsPacked());
const int w = atlas->TexWidth;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
{
// Render/copy pixels
IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
const int x_for_white = r->X;
const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
if (atlas->TexPixelsAlpha8 != NULL)
{
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W,
FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS,
'.', 0xFF);
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W,
FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS,
'X', 0xFF);
}
else
{
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W,
FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS,
'.', IM_COL32_WHITE);
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W,
FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS,
'X', IM_COL32_WHITE);
}
}
else
{
// Render 4 white pixels
IM_ASSERT(r->Width == 2 && r->Height == 2);
const int offset = (int)r->X + (int)r->Y * w;
if (atlas->TexPixelsAlpha8 != NULL)
{
atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] =
atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
}
else
{
atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] =
atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
}
}
atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
}
static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
return;
// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to
// allow interpolation between them
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
IM_ASSERT(r->IsPacked());
for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
{
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
unsigned int y = n;
unsigned int line_width = n;
unsigned int pad_left = (r->Width - line_width) / 2;
unsigned int pad_right = r->Width - (pad_left + line_width);
// Write each slice
IM_ASSERT(pad_left + line_width + pad_right == r->Width &&
y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
if (atlas->TexPixelsAlpha8 != NULL)
{
unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
}
else
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32_BLACK_TRANS;
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
}
// Calculate UVs for this line
ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
float half_v =
(uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}
}
// Note: this is called / shared by both the stb_truetype and the FreeType builder
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
{
// Register texture region for mouse cursors or standard white pixels
if (atlas->PackIdMouseCursors < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
atlas->PackIdMouseCursors =
atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
else
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
}
// Register texture region for thick lines
// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width
// row
if (atlas->PackIdLines < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
atlas->PackIdLines =
atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
}
}
// This is called/shared by both the stb_truetype and the FreeType builder.
void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
// Render into our custom data blocks
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
ImFontAtlasBuildRenderDefaultTexData(atlas);
ImFontAtlasBuildRenderLinesTexData(atlas);
// Register custom rectangle glyphs
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
if (r->Font == NULL || r->GlyphID == 0)
continue;
// Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
IM_ASSERT(r->Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(r, &uv0, &uv1);
r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width,
r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
}
// Build all fonts lookup tables
for (int i = 0; i < atlas->Fonts.Size; i++)
if (atlas->Fonts[i]->DirtyLookupTables)
atlas->Fonts[i]->BuildLookupTable();
atlas->TexReady = true;
}
// Retrieve list of range (2 int per range, values are inclusive)
const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
{
static const ImWchar ranges[] = {
0x0020,
0x00FF, // Basic Latin + Latin Supplement
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3131, 0x3163, // Korean alphabets
0xAC00, 0xD7A3, // Korean characters
0xFFFD, 0xFFFD, // Invalid
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
{
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD, // Invalid
0x4e00, 0x9FAF, // CJK Ideograms
0,
};
return &ranges[0];
}
static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint,
const short* accumulative_offsets,
int accumulative_offsets_count,
ImWchar* out_ranges)
{
for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
{
out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
base_codepoint += accumulative_offsets[n];
}
out_ranges[0] = 0;
}
//-------------------------------------------------------------------------
// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
{
// Store 2500 regularly used characters for Simplified Chinese.
// Sourced from
// https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
// This table covers 97.97% of all characters used during the month in July, 1987.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or
// adding new characters. (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding
// is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] = {
0, 1, 2, 4, 1, 1, 1, 1, 2, 1, 3, 2, 1, 2, 2, 1, 1, 1, 1, 1, 5, 2, 1, 2,
3, 3, 3, 2, 2, 4, 1, 1, 1, 2, 1, 5, 2, 3, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2,
2, 1, 4, 1, 1, 1, 1, 5, 10, 1, 2, 19, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 5, 1,
6, 3, 2, 1, 2, 2, 1, 1, 1, 4, 8, 5, 1, 1, 4, 1, 1, 3, 1, 2, 1, 5, 1, 2,
1, 1, 1, 10, 1, 1, 5, 2, 4, 6, 1, 4, 2, 2, 2, 12, 2, 1, 1, 6, 1, 1, 1, 4,
1, 1, 4, 6, 5, 1, 4, 2, 2, 4, 10, 7, 1, 1, 4, 2, 4, 2, 1, 4, 3, 6, 10, 12,
5, 7, 2, 14, 2, 9, 1, 1, 6, 7, 10, 4, 7, 13, 1, 5, 4, 8, 4, 1, 1, 2, 28, 5,
6, 1, 1, 5, 2, 5, 20, 2, 2, 9, 8, 11, 2, 9, 17, 1, 8, 6, 8, 27, 4, 6, 9, 20,
11, 27, 6, 68, 2, 2, 1, 1, 1, 2, 1, 2, 2, 7, 6, 11, 3, 3, 1, 1, 3, 1, 2, 1,
1, 1, 1, 1, 3, 1, 1, 8, 3, 4, 1, 5, 7, 2, 1, 4, 4, 8, 4, 2, 1, 2, 1, 1,
4, 5, 6, 3, 6, 2, 12, 3, 1, 3, 9, 2, 4, 3, 4, 1, 5, 3, 3, 1, 3, 7, 1, 5,
1, 1, 1, 1, 2, 3, 4, 5, 2, 3, 2, 6, 1, 1, 2, 1, 7, 1, 7, 3, 4, 5, 15, 2,
2, 1, 5, 3, 22, 19, 2, 1, 1, 1, 1, 2, 5, 1, 1, 1, 6, 1, 1, 12, 8, 2, 9, 18,
22, 4, 1, 1, 5, 1, 16, 1, 2, 7, 10, 15, 1, 1, 6, 2, 4, 1, 2, 4, 1, 6, 1, 1,
3, 2, 4, 1, 6, 4, 5, 1, 2, 1, 1, 2, 1, 10, 3, 1, 3, 2, 1, 9, 3, 2, 5, 7,
2, 19, 4, 3, 6, 1, 1, 1, 1, 1, 4, 3, 2, 1, 1, 1, 2, 5, 3, 1, 1, 1, 2, 2,
1, 1, 2, 1, 1, 2, 1, 3, 1, 1, 1, 3, 7, 1, 4, 1, 1, 2, 1, 1, 2, 1, 2, 4,
4, 3, 8, 1, 1, 1, 2, 1, 3, 5, 1, 3, 1, 3, 4, 6, 2, 2, 14, 4, 6, 6, 11, 9,
1, 15, 3, 1, 28, 5, 2, 5, 5, 3, 1, 3, 4, 5, 4, 6, 14, 3, 2, 3, 5, 21, 2, 7,
20, 10, 1, 2, 19, 2, 4, 28, 28, 2, 3, 2, 1, 14, 4, 1, 26, 28, 42, 12, 40, 3, 52, 79,
5, 14, 17, 3, 2, 2, 11, 3, 4, 6, 3, 1, 8, 2, 23, 4, 5, 8, 10, 4, 2, 7, 3, 5,
1, 1, 6, 3, 1, 2, 2, 2, 5, 28, 1, 1, 7, 7, 20, 5, 3, 29, 3, 17, 26, 1, 8, 4,
27, 3, 6, 11, 23, 5, 3, 4, 6, 13, 24, 16, 6, 5, 10, 25, 35, 7, 3, 2, 3, 3, 14, 3,
6, 2, 6, 1, 4, 2, 3, 8, 2, 1, 1, 3, 3, 3, 4, 1, 1, 13, 2, 2, 4, 5, 2, 1,
14, 14, 1, 2, 2, 1, 4, 5, 2, 3, 1, 14, 3, 12, 3, 17, 2, 16, 5, 1, 2, 1, 8, 9,
3, 19, 4, 2, 2, 4, 17, 25, 21, 20, 28, 75, 1, 10, 29, 103, 4, 1, 2, 1, 1, 4, 2, 4,
1, 2, 3, 24, 2, 2, 2, 1, 1, 2, 1, 3, 8, 1, 1, 1, 2, 1, 1, 3, 1, 1, 1, 6,
1, 5, 3, 1, 1, 1, 3, 4, 1, 1, 5, 2, 1, 5, 6, 13, 9, 16, 1, 1, 1, 1, 3, 2,
3, 2, 4, 5, 2, 5, 2, 2, 3, 7, 13, 7, 2, 2, 1, 1, 1, 1, 2, 3, 3, 2, 1, 6,
4, 9, 2, 1, 14, 2, 14, 2, 1, 18, 3, 4, 14, 4, 11, 41, 15, 23, 15, 23, 176, 1, 3, 4,
1, 1, 1, 1, 5, 3, 1, 2, 3, 7, 3, 1, 1, 2, 1, 2, 4, 4, 6, 2, 4, 1, 9, 7,
1, 10, 5, 8, 16, 29, 1, 1, 2, 2, 3, 1, 3, 5, 2, 4, 5, 4, 1, 1, 2, 2, 3, 3,
7, 1, 6, 10, 1, 17, 1, 44, 4, 6, 2, 1, 1, 6, 5, 4, 2, 10, 1, 6, 9, 2, 8, 1,
24, 1, 2, 13, 7, 8, 8, 2, 1, 4, 1, 3, 1, 3, 3, 5, 2, 5, 10, 9, 4, 9, 12, 2,
1, 6, 1, 10, 1, 1, 7, 7, 4, 10, 8, 3, 1, 13, 4, 3, 1, 6, 1, 3, 5, 2, 1, 2,
17, 16, 5, 2, 16, 6, 1, 4, 2, 1, 3, 3, 6, 8, 5, 11, 11, 1, 3, 3, 2, 4, 6, 10,
9, 5, 7, 4, 7, 4, 7, 1, 1, 4, 2, 1, 3, 6, 8, 7, 1, 6, 11, 5, 5, 3, 24, 9,
4, 2, 7, 13, 5, 1, 8, 82, 16, 61, 1, 1, 1, 4, 2, 2, 16, 10, 3, 8, 1, 1, 6, 4,
2, 1, 3, 1, 1, 1, 4, 3, 8, 4, 2, 2, 1, 1, 1, 1, 1, 6, 3, 5, 1, 1, 4, 6,
9, 2, 1, 1, 1, 2, 1, 7, 2, 1, 6, 1, 5, 4, 4, 3, 1, 8, 1, 3, 3, 1, 3, 2,
2, 2, 2, 3, 1, 6, 1, 2, 1, 2, 1, 3, 7, 1, 8, 2, 1, 2, 1, 5, 2, 5, 3, 5,
10, 1, 2, 1, 1, 3, 2, 5, 11, 3, 9, 3, 5, 1, 1, 5, 9, 1, 2, 1, 5, 7, 9, 9,
8, 1, 3, 3, 3, 6, 8, 2, 3, 2, 1, 1, 32, 6, 1, 2, 15, 9, 3, 7, 13, 1, 3, 10,
13, 2, 14, 1, 13, 10, 2, 1, 3, 10, 4, 15, 2, 15, 15, 10, 1, 3, 9, 6, 9, 32, 25, 26,
47, 7, 3, 2, 3, 1, 6, 3, 4, 3, 2, 8, 5, 4, 1, 9, 4, 2, 2, 19, 10, 6, 2, 3,
8, 1, 2, 2, 4, 2, 1, 9, 4, 4, 4, 6, 4, 8, 9, 2, 3, 1, 1, 1, 1, 3, 5, 5,
1, 3, 8, 4, 6, 2, 1, 4, 12, 1, 5, 3, 7, 13, 2, 5, 8, 1, 6, 1, 2, 5, 14, 6,
1, 5, 2, 4, 8, 15, 5, 1, 23, 6, 62, 2, 10, 1, 1, 8, 1, 2, 2, 10, 4, 2, 2, 9,
2, 1, 1, 3, 2, 3, 1, 5, 3, 3, 2, 1, 3, 8, 1, 1, 1, 11, 3, 1, 1, 4, 3, 7,
1, 14, 1, 2, 3, 12, 5, 2, 5, 1, 6, 7, 5, 7, 14, 11, 1, 3, 1, 8, 9, 12, 2, 1,
11, 8, 4, 4, 2, 6, 10, 9, 13, 1, 1, 3, 1, 5, 1, 3, 2, 4, 4, 1, 18, 2, 3, 14,
11, 4, 29, 4, 2, 7, 1, 3, 13, 9, 2, 2, 5, 3, 5, 20, 7, 16, 8, 5, 72, 34, 6, 4,
22, 12, 12, 28, 45, 36, 9, 7, 39, 9, 191, 1, 1, 1, 4, 11, 8, 4, 9, 2, 3, 22, 1, 1,
1, 1, 4, 17, 1, 7, 7, 1, 11, 31, 10, 2, 4, 8, 2, 3, 2, 1, 4, 2, 16, 4, 32, 2,
3, 19, 13, 4, 9, 1, 5, 2, 14, 8, 1, 1, 3, 6, 19, 6, 5, 1, 16, 6, 2, 10, 8, 5,
1, 2, 3, 1, 5, 5, 1, 11, 6, 6, 1, 3, 3, 2, 6, 3, 8, 1, 1, 4, 10, 7, 5, 7,
7, 5, 8, 9, 2, 1, 3, 4, 1, 1, 3, 1, 3, 3, 2, 6, 16, 1, 4, 6, 3, 1, 10, 6,
1, 3, 15, 2, 9, 2, 10, 25, 13, 9, 16, 6, 2, 2, 10, 11, 4, 3, 9, 1, 2, 6, 6, 5,
4, 30, 40, 1, 10, 7, 12, 14, 33, 6, 3, 6, 7, 3, 1, 3, 1, 11, 14, 4, 9, 5, 12, 11,
49, 18, 51, 31, 140, 31, 2, 2, 1, 5, 1, 8, 1, 10, 1, 4, 4, 3, 24, 1, 10, 1, 3, 6,
6, 16, 3, 4, 5, 2, 1, 4, 2, 57, 10, 6, 22, 2, 22, 3, 7, 22, 6, 10, 11, 36, 18, 16,
33, 36, 2, 5, 5, 1, 1, 1, 4, 10, 1, 4, 13, 2, 7, 5, 2, 9, 3, 4, 1, 7, 43, 3,
7, 3, 9, 14, 7, 9, 1, 11, 1, 1, 3, 7, 4, 18, 13, 1, 14, 1, 3, 6, 10, 73, 2, 2,
30, 6, 1, 11, 18, 19, 13, 22, 3, 46, 42, 37, 89, 7, 3, 16, 34, 2, 2, 3, 9, 1, 7, 1,
1, 1, 2, 2, 4, 10, 7, 3, 10, 3, 9, 5, 28, 9, 2, 6, 13, 7, 3, 1, 3, 10, 2, 7,
2, 11, 3, 6, 21, 54, 85, 2, 1, 4, 2, 2, 1, 39, 3, 21, 2, 2, 5, 1, 1, 1, 4, 1,
1, 3, 4, 15, 1, 3, 2, 4, 4, 2, 3, 8, 2, 20, 1, 8, 7, 13, 4, 1, 26, 6, 2, 9,
34, 4, 21, 52, 10, 4, 4, 1, 5, 12, 2, 11, 1, 7, 2, 30, 12, 44, 2, 30, 1, 1, 3, 6,
16, 9, 17, 39, 82, 2, 2, 24, 7, 1, 7, 3, 16, 9, 14, 44, 2, 1, 2, 1, 2, 3, 5, 2,
4, 1, 6, 7, 5, 3, 2, 6, 1, 11, 5, 11, 2, 1, 18, 19, 8, 1, 3, 24, 29, 2, 1, 3,
5, 2, 2, 1, 13, 6, 5, 1, 46, 11, 3, 5, 1, 1, 5, 8, 2, 10, 6, 12, 6, 3, 7, 11,
2, 4, 16, 13, 2, 5, 1, 1, 2, 2, 5, 2, 28, 5, 2, 23, 10, 8, 4, 4, 22, 39, 95, 38,
8, 14, 9, 5, 1, 13, 5, 4, 3, 13, 12, 11, 1, 9, 1, 27, 37, 2, 5, 4, 4, 63, 211, 95,
2, 2, 2, 1, 3, 5, 2, 1, 1, 2, 2, 1, 1, 1, 3, 2, 4, 1, 2, 1, 1, 5, 2, 2,
1, 1, 2, 3, 1, 3, 1, 1, 1, 3, 1, 4, 2, 1, 3, 6, 1, 1, 3, 7, 15, 5, 3, 2,
5, 3, 9, 11, 4, 2, 22, 1, 6, 3, 8, 7, 1, 4, 28, 4, 16, 3, 3, 25, 4, 4, 27, 27,
1, 4, 1, 2, 2, 7, 1, 3, 5, 2, 28, 8, 2, 14, 1, 8, 6, 16, 25, 3, 3, 3, 14, 3,
3, 1, 1, 2, 1, 4, 6, 3, 8, 4, 1, 1, 1, 2, 3, 6, 10, 6, 2, 3, 18, 3, 2, 5,
5, 4, 3, 1, 5, 2, 5, 4, 23, 7, 6, 12, 6, 4, 17, 11, 9, 5, 1, 1, 10, 5, 12, 1,
1, 11, 26, 33, 7, 3, 6, 1, 17, 7, 1, 5, 12, 1, 11, 2, 4, 1, 8, 14, 17, 23, 1, 2,
1, 7, 8, 16, 11, 9, 6, 5, 2, 6, 4, 16, 2, 8, 14, 1, 11, 8, 9, 1, 1, 1, 9, 25,
4, 11, 19, 7, 2, 15, 2, 12, 8, 52, 7, 5, 19, 2, 16, 4, 36, 8, 1, 16, 8, 24, 26, 4,
6, 2, 9, 5, 4, 36, 3, 28, 12, 25, 15, 37, 27, 17, 12, 59, 38, 5, 32, 127, 1, 2, 9, 17,
14, 4, 1, 2, 1, 1, 8, 11, 50, 4, 14, 2, 19, 16, 4, 17, 5, 4, 5, 26, 12, 45, 2, 23,
45, 104, 30, 12, 8, 3, 10, 2, 2, 3, 3, 1, 4, 20, 7, 2, 9, 6, 15, 2, 20, 1, 3, 16,
4, 11, 15, 6, 134, 2, 5, 59, 1, 2, 2, 2, 1, 9, 17, 3, 26, 137, 10, 211, 59, 1, 2, 4,
1, 4, 1, 1, 1, 2, 6, 2, 3, 1, 1, 2, 3, 2, 3, 1, 3, 4, 4, 2, 3, 3, 1, 4,
3, 1, 7, 2, 2, 3, 1, 2, 1, 3, 3, 3, 2, 2, 3, 2, 1, 3, 14, 6, 1, 3, 2, 9,
6, 15, 27, 9, 34, 145, 1, 1, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 3, 1, 2,
1, 1, 1, 2, 3, 5, 8, 3, 5, 2, 4, 1, 3, 2, 2, 2, 12, 4, 1, 1, 1, 10, 4, 5,
1, 20, 4, 16, 1, 15, 9, 5, 12, 2, 9, 2, 5, 4, 2, 26, 19, 7, 1, 26, 4, 30, 12, 15,
42, 1, 6, 8, 172, 1, 1, 4, 2, 1, 1, 11, 2, 2, 4, 2, 1, 2, 1, 10, 8, 1, 2, 1,
4, 5, 1, 2, 5, 1, 8, 4, 1, 3, 4, 2, 1, 6, 2, 1, 3, 4, 1, 2, 1, 1, 1, 1,
12, 5, 7, 2, 4, 3, 1, 1, 1, 3, 3, 6, 1, 2, 2, 3, 3, 3, 2, 1, 2, 12, 14, 11,
6, 6, 4, 12, 2, 8, 1, 7, 10, 1, 35, 7, 4, 13, 15, 4, 3, 23, 21, 28, 52, 5, 26, 5,
6, 1, 7, 10, 2, 7, 53, 3, 2, 1, 1, 1, 2, 163, 532, 1, 10, 11, 1, 3, 3, 4, 8, 2,
8, 6, 2, 2, 23, 22, 4, 2, 2, 4, 2, 1, 3, 1, 3, 3, 5, 9, 8, 2, 1, 2, 8, 1,
10, 2, 12, 21, 20, 15, 105, 2, 3, 1, 1, 3, 2, 3, 1, 1, 2, 5, 1, 4, 15, 11, 19, 1,
1, 1, 1, 5, 4, 5, 1, 1, 2, 5, 3, 5, 12, 1, 2, 5, 1, 11, 1, 1, 15, 9, 1, 4,
5, 3, 26, 8, 2, 1, 3, 1, 1, 15, 19, 2, 12, 1, 2, 5, 2, 7, 2, 19, 2, 20, 6, 26,
7, 5, 2, 2, 7, 34, 21, 13, 70, 2, 128, 1, 1, 2, 1, 1, 2, 1, 1, 3, 2, 2, 2, 15,
1, 4, 1, 3, 4, 42, 10, 6, 1, 49, 85, 8, 1, 2, 1, 1, 4, 4, 2, 3, 6, 1, 5, 7,
4, 3, 211, 4, 1, 2, 1, 2, 5, 1, 2, 4, 2, 2, 6, 5, 6, 10, 3, 4, 48, 100, 6, 2,
16, 296, 5, 27, 387, 2, 2, 3, 7, 16, 8, 5, 38, 15, 39, 21, 9, 10, 3, 7, 59, 13, 27, 21,
47, 5, 21, 6};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = {
0};
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00,
IM_ARRAYSIZE(accumulative_offsets_from_0x4E00),
full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{
// 2999 ideograms code points for Japanese
// - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
// - 863 Jinmeiyo (meaning "for personal name") Kanji code points
// - Sourced from the character information database of the Information-technology Promotion Agency, Japan
// - https://mojikiban.ipa.go.jp/mji/
// - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).
// - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en
// - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode
// - You can generate this code by the script at:
// - https://github.com/vaiorabbit/everyday_use_kanji
// - References:
// - List of Joyo Kanji
// - (Official list by the Agency for Cultural Affairs)
// https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html
// - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
// - List of Jinmeiyo Kanji
// - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html
// - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
// - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see
// https://github.com/ocornut/imgui/pull/3627 for details. You can use ImFontGlyphRangesBuilder to create your own
// ranges derived from this, by merging existing ranges or adding new characters. (Stored as accumulative offsets
// from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] = {
0, 1, 2, 4, 1, 1, 1, 1, 2, 1, 3, 3, 2, 2, 1, 5, 3, 5, 7, 5, 6, 1, 2, 1, 7, 2,
6, 3, 1, 8, 1, 1, 4, 1, 1, 18, 2, 11, 2, 6, 2, 1, 2, 1, 5, 1, 2, 1, 3, 1, 2, 1,
2, 3, 3, 1, 1, 2, 3, 1, 1, 1, 12, 7, 9, 1, 4, 5, 1, 1, 2, 1, 10, 1, 1, 9, 2, 2,
4, 5, 6, 9, 3, 1, 1, 1, 1, 9, 3, 18, 5, 2, 2, 2, 2, 1, 6, 3, 7, 1, 1, 1, 1, 2,
2, 4, 2, 1, 23, 2, 10, 4, 3, 5, 2, 4, 10, 2, 4, 13, 1, 6, 1, 9, 3, 1, 1, 6, 6, 7,
6, 3, 1, 2, 11, 3, 2, 2, 3, 2, 15, 2, 2, 5, 4, 3, 6, 4, 1, 2, 5, 2, 12, 16, 6, 13,
9, 13, 2, 1, 1, 7, 16, 4, 7, 1, 19, 1, 5, 1, 2, 2, 7, 7, 8, 2, 6, 5, 4, 9, 18, 7,
4, 5, 9, 13, 11, 8, 15, 2, 1, 1, 1, 2, 1, 2, 2, 1, 2, 2, 8, 2, 9, 3, 3, 1, 1, 4,
4, 1, 1, 1, 4, 9, 1, 4, 3, 5, 5, 2, 7, 5, 3, 4, 8, 2, 1, 13, 2, 3, 3, 1, 14, 1,
1, 4, 5, 1, 3, 6, 1, 5, 2, 1, 1, 3, 3, 3, 3, 1, 1, 2, 7, 6, 6, 7, 1, 4, 7, 6,
1, 1, 1, 1, 1, 12, 3, 3, 9, 5, 2, 6, 1, 5, 6, 1, 2, 3, 18, 2, 4, 14, 4, 1, 3, 6,
1, 1, 6, 3, 5, 5, 3, 2, 2, 2, 2, 12, 3, 1, 4, 2, 3, 2, 3, 11, 1, 7, 4, 1, 2, 1,
3, 17, 1, 9, 1, 24, 1, 1, 4, 2, 2, 4, 1, 2, 7, 1, 1, 1, 3, 1, 2, 2, 4, 15, 1, 1,
2, 1, 1, 2, 1, 5, 2, 5, 20, 2, 5, 9, 1, 10, 8, 7, 6, 1, 1, 1, 1, 1, 1, 6, 2, 1,
2, 8, 1, 1, 1, 1, 5, 1, 1, 3, 1, 1, 1, 1, 3, 1, 1, 12, 4, 1, 3, 1, 1, 1, 1, 1,
10, 3, 1, 7, 5, 13, 1, 2, 3, 4, 6, 1, 1, 30, 2, 9, 9, 1, 15, 38, 11, 3, 1, 8, 24, 7,
1, 9, 8, 10, 2, 1, 9, 31, 2, 13, 6, 2, 9, 4, 49, 5, 2, 15, 2, 1, 10, 2, 1, 1, 1, 2,
2, 6, 15, 30, 35, 3, 14, 18, 8, 1, 16, 10, 28, 12, 19, 45, 38, 1, 3, 2, 3, 13, 2, 1, 7, 3,
6, 5, 3, 4, 3, 1, 5, 7, 8, 1, 5, 3, 18, 5, 3, 6, 1, 21, 4, 24, 9, 24, 40, 3, 14, 3,
21, 3, 2, 1, 2, 4, 2, 3, 1, 15, 15, 6, 5, 1, 1, 3, 1, 5, 6, 1, 9, 7, 3, 3, 2, 1,
4, 3, 8, 21, 5, 16, 4, 5, 2, 10, 11, 11, 3, 6, 3, 2, 9, 3, 6, 13, 1, 2, 1, 1, 1, 1,
11, 12, 6, 6, 1, 4, 2, 6, 5, 2, 1, 1, 3, 3, 6, 13, 3, 1, 1, 5, 1, 2, 3, 3, 14, 2,
1, 2, 2, 2, 5, 1, 9, 5, 1, 1, 6, 12, 3, 12, 3, 4, 13, 2, 14, 2, 8, 1, 17, 5, 1, 16,
4, 2, 2, 21, 8, 9, 6, 23, 20, 12, 25, 19, 9, 38, 8, 3, 21, 40, 25, 33, 13, 4, 3, 1, 4, 1,
2, 4, 1, 2, 5, 26, 2, 1, 1, 2, 1, 3, 6, 2, 1, 1, 1, 1, 1, 1, 2, 3, 1, 1, 1, 9,
2, 3, 1, 1, 1, 3, 6, 3, 2, 1, 1, 6, 6, 1, 8, 2, 2, 2, 1, 4, 1, 2, 3, 2, 7, 3,
2, 4, 1, 2, 1, 2, 2, 1, 1, 1, 1, 1, 3, 1, 2, 5, 4, 10, 9, 4, 9, 1, 1, 1, 1, 1,
1, 5, 3, 2, 1, 6, 4, 9, 6, 1, 10, 2, 31, 17, 8, 3, 7, 5, 40, 1, 7, 7, 1, 6, 5, 2,
10, 7, 8, 4, 15, 39, 25, 6, 28, 47, 18, 10, 7, 1, 3, 1, 1, 2, 1, 1, 1, 3, 3, 3, 1, 1,
1, 3, 4, 2, 1, 4, 1, 3, 6, 10, 7, 8, 6, 2, 2, 1, 3, 3, 2, 5, 8, 7, 9, 12, 2, 15,
1, 1, 4, 1, 2, 1, 1, 1, 3, 2, 1, 3, 3, 5, 6, 2, 3, 2, 10, 1, 4, 2, 8, 1, 1, 1,
11, 6, 1, 21, 4, 16, 3, 1, 3, 1, 4, 2, 3, 6, 5, 1, 3, 1, 1, 3, 3, 4, 6, 1, 1, 10,
4, 2, 7, 10, 4, 7, 4, 2, 9, 4, 3, 1, 1, 1, 4, 1, 8, 3, 4, 1, 3, 1, 6, 1, 4, 2,
1, 4, 7, 2, 1, 8, 1, 4, 5, 1, 1, 2, 2, 4, 6, 2, 7, 1, 10, 1, 1, 3, 4, 11, 10, 8,
21, 4, 6, 1, 3, 5, 2, 1, 2, 28, 5, 5, 2, 3, 13, 1, 2, 3, 1, 4, 2, 1, 5, 20, 3, 8,
11, 1, 3, 3, 3, 1, 8, 10, 9, 2, 10, 9, 2, 3, 1, 1, 2, 4, 1, 8, 3, 6, 1, 7, 8, 6,
11, 1, 4, 29, 8, 4, 3, 1, 2, 7, 13, 1, 4, 1, 6, 2, 6, 12, 12, 2, 20, 3, 2, 3, 6, 4,
8, 9, 2, 7, 34, 5, 1, 18, 6, 1, 1, 4, 4, 5, 7, 9, 1, 2, 2, 4, 3, 4, 1, 7, 2, 2,
2, 6, 2, 3, 25, 5, 3, 6, 1, 4, 6, 7, 4, 2, 1, 4, 2, 13, 6, 4, 4, 3, 1, 5, 3, 4,
4, 3, 2, 1, 1, 4, 1, 2, 1, 1, 3, 1, 11, 1, 6, 3, 1, 7, 3, 6, 2, 8, 8, 6, 9, 3,
4, 11, 3, 2, 10, 12, 2, 5, 11, 1, 6, 4, 5, 3, 1, 8, 5, 4, 6, 6, 3, 5, 1, 1, 3, 2,
1, 2, 2, 6, 17, 12, 1, 10, 1, 6, 12, 1, 6, 6, 19, 9, 6, 16, 1, 13, 4, 4, 15, 7, 17, 6,
11, 9, 15, 12, 6, 7, 2, 1, 2, 2, 15, 9, 3, 21, 4, 6, 49, 18, 7, 3, 2, 3, 1, 6, 8, 2,
2, 6, 2, 9, 1, 3, 6, 4, 4, 1, 2, 16, 2, 5, 2, 1, 6, 2, 3, 5, 3, 1, 2, 5, 1, 2,
1, 9, 3, 1, 8, 6, 4, 8, 11, 3, 1, 1, 1, 1, 3, 1, 13, 8, 4, 1, 3, 2, 2, 1, 4, 1,
11, 1, 5, 2, 1, 5, 2, 5, 8, 6, 1, 1, 7, 4, 3, 8, 3, 2, 7, 2, 1, 5, 1, 5, 2, 4,
7, 6, 2, 8, 5, 1, 11, 4, 5, 3, 6, 18, 1, 2, 13, 3, 3, 1, 21, 1, 1, 4, 1, 4, 1, 1,
1, 8, 1, 2, 2, 7, 1, 2, 4, 2, 2, 9, 2, 1, 1, 1, 4, 3, 6, 3, 12, 5, 1, 1, 1, 5,
6, 3, 2, 4, 8, 2, 2, 4, 2, 7, 1, 8, 9, 5, 2, 3, 2, 1, 3, 2, 13, 7, 14, 6, 5, 1,
1, 2, 1, 4, 2, 23, 2, 1, 1, 6, 3, 1, 4, 1, 15, 3, 1, 7, 3, 9, 14, 1, 3, 1, 4, 1,
1, 5, 8, 1, 3, 8, 3, 8, 15, 11, 4, 14, 4, 4, 2, 5, 5, 1, 7, 1, 6, 14, 7, 7, 8, 5,
15, 4, 8, 6, 5, 6, 2, 1, 13, 1, 20, 15, 11, 9, 2, 5, 6, 2, 11, 2, 6, 2, 5, 1, 5, 8,
4, 13, 19, 25, 4, 1, 1, 11, 1, 34, 2, 5, 9, 14, 6, 2, 2, 6, 1, 1, 14, 1, 3, 14, 13, 1,
6, 12, 21, 14, 14, 6, 32, 17, 8, 32, 9, 28, 1, 2, 4, 11, 8, 3, 1, 14, 2, 5, 15, 1, 1, 1,
1, 3, 6, 4, 1, 3, 4, 11, 3, 1, 1, 11, 30, 1, 5, 1, 4, 1, 5, 8, 1, 1, 3, 2, 4, 3,
17, 35, 2, 6, 12, 17, 3, 1, 6, 2, 1, 1, 12, 2, 7, 3, 3, 2, 1, 16, 2, 8, 3, 6, 5, 4,
7, 3, 3, 8, 1, 9, 8, 5, 1, 2, 1, 3, 2, 8, 1, 2, 9, 12, 1, 1, 2, 3, 8, 3, 24, 12,
4, 3, 7, 5, 8, 3, 3, 3, 3, 3, 3, 1, 23, 10, 3, 1, 2, 2, 6, 3, 1, 16, 1, 16, 22, 3,
10, 4, 11, 6, 9, 7, 7, 3, 6, 2, 2, 2, 4, 10, 2, 1, 1, 2, 8, 7, 1, 6, 4, 1, 3, 3,
3, 5, 10, 12, 12, 2, 3, 12, 8, 15, 1, 1, 16, 6, 6, 1, 5, 9, 11, 4, 11, 4, 2, 6, 12, 1,
17, 5, 13, 1, 4, 9, 5, 1, 11, 2, 1, 8, 1, 5, 7, 28, 8, 3, 5, 10, 2, 17, 3, 38, 22, 1,
2, 18, 12, 10, 4, 38, 18, 1, 4, 44, 19, 4, 1, 8, 4, 1, 12, 1, 4, 31, 12, 1, 14, 7, 75, 7,
5, 10, 6, 6, 13, 3, 2, 11, 11, 3, 2, 5, 28, 15, 6, 18, 18, 5, 6, 4, 3, 16, 1, 7, 18, 7,
36, 3, 5, 3, 1, 7, 1, 9, 1, 10, 7, 2, 4, 2, 6, 2, 9, 7, 4, 3, 32, 12, 3, 7, 10, 2,
23, 16, 3, 1, 12, 3, 31, 4, 11, 1, 3, 8, 9, 5, 1, 30, 15, 6, 12, 3, 2, 2, 11, 19, 9, 14,
2, 6, 2, 3, 19, 13, 17, 5, 3, 3, 25, 3, 14, 1, 1, 1, 36, 1, 3, 2, 19, 3, 13, 36, 9, 13,
31, 6, 4, 16, 34, 2, 5, 4, 2, 3, 3, 5, 1, 1, 1, 4, 3, 1, 17, 3, 2, 3, 5, 3, 1, 3,
2, 3, 5, 6, 3, 12, 11, 1, 3, 1, 2, 26, 7, 12, 7, 2, 14, 3, 3, 7, 7, 11, 25, 25, 28, 16,
4, 36, 1, 2, 1, 6, 2, 1, 9, 3, 27, 17, 4, 3, 4, 13, 4, 1, 3, 2, 2, 1, 10, 4, 2, 4,
6, 3, 8, 2, 1, 18, 1, 1, 24, 2, 2, 4, 33, 2, 3, 63, 7, 1, 6, 40, 7, 3, 4, 4, 2, 4,
15, 18, 1, 16, 1, 1, 11, 2, 41, 14, 1, 3, 18, 13, 3, 2, 4, 16, 2, 17, 7, 15, 24, 7, 18, 13,
44, 2, 2, 3, 6, 1, 1, 7, 5, 1, 7, 1, 4, 3, 3, 5, 10, 8, 2, 3, 1, 8, 1, 1, 27, 4,
2, 1, 12, 1, 2, 1, 10, 6, 1, 6, 7, 5, 2, 3, 7, 11, 5, 11, 3, 6, 6, 2, 3, 15, 4, 9,
1, 1, 2, 1, 2, 11, 2, 8, 12, 8, 5, 4, 2, 3, 1, 5, 2, 2, 1, 14, 1, 12, 11, 4, 1, 11,
17, 17, 4, 3, 2, 5, 5, 7, 3, 1, 5, 9, 9, 8, 2, 5, 6, 6, 13, 13, 2, 1, 2, 6, 1, 2,
2, 49, 4, 9, 1, 2, 10, 16, 7, 8, 4, 3, 2, 23, 4, 58, 3, 29, 1, 14, 19, 19, 11, 11, 2, 7,
5, 1, 3, 4, 6, 2, 18, 5, 12, 12, 17, 17, 3, 3, 2, 4, 1, 6, 2, 3, 4, 3, 1, 1, 1, 1,
5, 1, 1, 9, 1, 3, 1, 3, 6, 1, 8, 1, 1, 2, 6, 4, 14, 3, 1, 4, 11, 4, 1, 3, 32, 1,
2, 4, 13, 4, 1, 2, 4, 2, 1, 3, 1, 11, 1, 4, 2, 1, 4, 4, 6, 3, 5, 1, 6, 5, 7, 6,
3, 23, 3, 5, 3, 5, 3, 3, 13, 3, 9, 10, 1, 12, 10, 2, 3, 18, 13, 7, 160, 52, 4, 2, 2, 3,
2, 14, 5, 4, 12, 4, 6, 4, 1, 20, 4, 11, 6, 2, 12, 27, 1, 4, 1, 2, 2, 7, 4, 5, 2, 28,
3, 7, 25, 8, 3, 19, 3, 6, 10, 2, 2, 1, 10, 2, 5, 4, 1, 3, 4, 1, 5, 3, 2, 6, 9, 3,
6, 2, 16, 3, 3, 16, 4, 5, 5, 3, 2, 1, 2, 16, 15, 8, 2, 6, 21, 2, 4, 1, 22, 5, 8, 1,
1, 21, 11, 2, 1, 11, 11, 19, 13, 12, 4, 2, 3, 2, 3, 6, 1, 8, 11, 1, 4, 2, 9, 5, 2, 1,
11, 2, 9, 1, 1, 2, 14, 31, 9, 3, 4, 21, 14, 4, 8, 1, 7, 2, 2, 2, 5, 1, 4, 20, 3, 3,
4, 10, 1, 11, 9, 8, 2, 1, 4, 5, 14, 12, 14, 2, 17, 9, 6, 31, 4, 14, 1, 20, 13, 26, 5, 2,
7, 3, 6, 13, 2, 4, 2, 19, 6, 2, 2, 18, 9, 3, 5, 12, 12, 14, 4, 6, 2, 3, 6, 9, 5, 22,
4, 5, 25, 6, 4, 8, 5, 2, 6, 27, 2, 35, 2, 16, 3, 7, 8, 8, 6, 6, 5, 9, 17, 2, 20, 6,
19, 2, 13, 3, 1, 1, 1, 4, 17, 12, 2, 14, 7, 1, 4, 18, 12, 38, 33, 2, 10, 1, 1, 2, 13, 14,
17, 11, 50, 6, 33, 20, 26, 74, 16, 23, 45, 50, 13, 38, 33, 6, 6, 7, 4, 4, 2, 1, 3, 2, 5, 8,
7, 8, 9, 3, 11, 21, 9, 13, 1, 3, 10, 6, 7, 1, 2, 2, 18, 5, 5, 1, 9, 9, 2, 68, 9, 19,
13, 2, 5, 1, 4, 4, 7, 4, 13, 3, 9, 10, 21, 17, 3, 26, 2, 1, 5, 2, 4, 5, 4, 1, 7, 4,
7, 3, 4, 2, 1, 6, 1, 1, 20, 4, 1, 9, 2, 2, 1, 3, 3, 2, 3, 2, 1, 1, 1, 20, 2, 3,
1, 6, 2, 3, 6, 2, 4, 8, 1, 3, 2, 10, 3, 5, 3, 4, 4, 3, 4, 16, 1, 6, 1, 10, 2, 4,
2, 1, 1, 2, 10, 11, 2, 2, 3, 1, 24, 31, 4, 10, 10, 2, 5, 12, 16, 164, 15, 4, 16, 7, 9, 15,
19, 17, 1, 2, 1, 1, 5, 1, 1, 1, 1, 1, 3, 1, 4, 3, 1, 3, 1, 3, 1, 2, 1, 1, 3, 3,
7, 2, 8, 1, 2, 2, 2, 1, 3, 4, 3, 7, 8, 12, 92, 2, 10, 3, 1, 3, 14, 5, 25, 16, 42, 4,
7, 7, 4, 2, 21, 5, 27, 26, 27, 21, 25, 30, 31, 2, 1, 5, 13, 3, 22, 5, 6, 6, 11, 9, 12, 1,
5, 9, 7, 5, 5, 22, 60, 3, 5, 13, 1, 1, 8, 1, 1, 3, 3, 2, 1, 9, 3, 3, 18, 4, 1, 2,
3, 7, 6, 3, 1, 2, 3, 9, 1, 3, 1, 3, 2, 1, 3, 1, 1, 1, 2, 1, 11, 3, 1, 6, 9, 1,
3, 2, 3, 1, 2, 1, 5, 1, 1, 4, 3, 4, 1, 2, 2, 4, 4, 1, 7, 2, 1, 2, 2, 3, 5, 13,
18, 3, 4, 14, 9, 9, 4, 16, 3, 7, 5, 8, 2, 6, 48, 28, 3, 1, 1, 4, 2, 14, 8, 2, 9, 2,
1, 15, 2, 4, 3, 2, 10, 16, 12, 8, 7, 1, 1, 3, 1, 1, 1, 2, 7, 4, 1, 6, 4, 38, 39, 16,
23, 7, 15, 15, 3, 2, 12, 7, 21, 37, 27, 6, 5, 4, 8, 2, 10, 8, 8, 6, 5, 1, 2, 1, 3, 24,
1, 16, 17, 9, 23, 10, 17, 6, 1, 51, 55, 44, 13, 294, 9, 3, 6, 2, 4, 2, 2, 15, 1, 1, 1, 13,
21, 17, 68, 14, 8, 9, 4, 1, 4, 9, 3, 11, 7, 1, 1, 1, 5, 6, 3, 2, 1, 1, 1, 2, 3, 8,
1, 2, 2, 4, 1, 5, 5, 2, 1, 4, 3, 7, 13, 4, 1, 4, 1, 3, 1, 1, 1, 5, 5, 10, 1, 6,
1, 5, 2, 1, 5, 2, 4, 1, 4, 5, 7, 3, 18, 2, 9, 11, 32, 4, 3, 3, 2, 4, 7, 11, 16, 9,
11, 8, 13, 38, 32, 8, 4, 2, 1, 1, 2, 1, 2, 4, 4, 1, 1, 1, 4, 1, 21, 3, 11, 1, 16, 1,
1, 6, 1, 3, 2, 4, 9, 8, 57, 7, 44, 1, 3, 3, 13, 3, 10, 1, 1, 7, 5, 2, 7, 21, 47, 63,
3, 15, 4, 7, 1, 16, 1, 1, 2, 8, 2, 3, 42, 15, 4, 1, 29, 7, 22, 10, 3, 78, 16, 12, 20, 18,
4, 67, 11, 5, 1, 3, 15, 6, 21, 31, 32, 27, 18, 13, 71, 35, 5, 142, 4, 10, 1, 2, 50, 19, 33, 16,
35, 37, 16, 19, 27, 7, 1, 133, 19, 1, 4, 8, 7, 20, 1, 4, 4, 1, 10, 3, 1, 6, 1, 2, 51, 5,
40, 15, 24, 43, 22928, 11, 1, 13, 154, 70, 3, 1, 1, 7, 4, 10, 1, 2, 1, 1, 2, 1, 2, 1, 2, 2,
1, 1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1,
3, 2, 1, 1, 1, 1, 2, 1, 1,
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = {
0};
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00,
IM_ARRAYSIZE(accumulative_offsets_from_0x4E00),
full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
{
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
0x2DE0, 0x2DFF, // Cyrillic Extended-A
0xA640, 0xA69F, // Cyrillic Extended-B
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesThai()
{
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin
0x2010, 0x205E, // Punctuations
0x0E00, 0x0E7F, // Thai
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
{
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin
0x0102, 0x0103, 0x0110, 0x0111, 0x0128, 0x0129, 0x0168, 0x0169,
0x01A0, 0x01A1, 0x01AF, 0x01B0, 0x1EA0, 0x1EF9, 0,
};
return &ranges[0];
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
//-----------------------------------------------------------------------------
void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
while (text_end ? (text < text_end) : *text)
{
unsigned int c = 0;
int c_len = ImTextCharFromUtf8(&c, text, text_end);
text += c_len;
if (c_len == 0)
break;
AddChar((ImWchar)c);
}
}
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
AddChar(c);
}
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
out_ranges->push_back(0);
}
//-----------------------------------------------------------------------------
// [SECTION] ImFont
//-----------------------------------------------------------------------------
ImFont::ImFont()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)-1;
EllipsisChar = (ImWchar)-1;
DotChar = (ImWchar)-1;
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
ConfigDataCount = 0;
DirtyLookupTables = false;
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
{
ClearOutputData();
}
void ImFont::ClearOutputData()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
Glyphs.clear();
IndexAdvanceX.clear();
IndexLookup.clear();
FallbackGlyph = NULL;
ContainerAtlas = NULL;
DirtyLookupTables = true;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
{
for (int n = 0; n < candidate_chars_count; n++)
if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
return candidate_chars[n];
return (ImWchar)-1;
}
void ImFont::BuildLookupTable()
{
int max_codepoint = 0;
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
// Build lookup table
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (ImWchar)i;
// Mark 4K page as used
const int page_n = codepoint / 4096;
Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string
// starts at "column 0" ?)
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((ImWchar)' ');
tab_glyph.Codepoint = '\t';
tab_glyph.AdvanceX *= IM_TABSIZE;
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size
// polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
// 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);
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;
}
// API is designed this way to avoid exposing the 4K page size
// e.g. use with IsGlyphRangeUnused(0, 255)
bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
{
unsigned int page_begin = (c_begin / 4096);
unsigned int page_last = (c_last / 4096);
for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
if ((page_n >> 3) < sizeof(Used4kPagesMap))
if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
return false;
return true;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::GrowIndex(int new_size)
{
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
if (new_size <= IndexLookup.Size)
return;
IndexAdvanceX.resize(new_size, -1.0f);
IndexLookup.resize(new_size, (ImWchar)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly
// close to zero. Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format
// (0.0..1.0 on each texture axis). 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs
// can be used to build one target font.
void ImFont::AddGlyph(const ImFontConfig* cfg,
ImWchar codepoint,
float x0,
float y0,
float x1,
float y1,
float u0,
float v0,
float u1,
float v1,
float advance_x)
{
if (cfg != NULL)
{
// Clamp & recenter if needed
const float advance_x_original = advance_x;
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
if (advance_x != advance_x_original)
{
float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f)
: (advance_x - advance_x_original) * 0.5f;
x0 += char_off_x;
x1 += char_off_x;
}
// Snap to pixel
if (cfg->PixelSnapH)
advance_x = IM_ROUND(advance_x);
// Bake spacing
advance_x += cfg->GlyphExtraSpacing.x;
}
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (unsigned int)codepoint;
glyph.Visible = (x0 != x1) && (y0 != y1);
glyph.Colored = false;
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
glyph.Y1 = y1;
glyph.U0 = u0;
glyph.V0 = v0;
glyph.U1 = u1;
glyph.V1 = v1;
glyph.AdvanceX = advance_x;
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
// We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
DirtyLookupTables = true;
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) *
(int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
}
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after
// calling ImFontAtlas::GetTexDataAs*() function.
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
}
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return NULL;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return NULL;
return &Glyphs.Data[i];
}
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more
// sensible support for punctuations, support for Unicode punctuations, etc.)
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^
// List of hardcoded separators: .,;!?'"
// Skip extra blanks after a line returns (that includes not counting them in width computation)
// e.g. "Hello world" --> "Hello" "World"
// Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f;
float word_width = 0.0f;
float blank_width = 0.0f;
wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
const char* word_end = text;
const char* prev_word_end = NULL;
bool inside_word = true;
const char* s = text;
while (s < text_end)
{
unsigned int c = (unsigned int)*s;
const char* next_s;
if (c < 0x80)
next_s = s + 1;
else
next_s = s + ImTextCharFromUtf8(&c, s, text_end);
if (c == 0)
break;
if (c < 32)
{
if (c == '\n')
{
line_width = word_width = blank_width = 0.0f;
inside_word = true;
s = next_s;
continue;
}
if (c == '\r')
{
s = next_s;
continue;
}
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
if (ImCharIsBlankW(c))
{
if (inside_word)
{
line_width += blank_width;
blank_width = 0.0f;
word_end = s;
}
blank_width += char_width;
inside_word = false;
}
else
{
word_width += char_width;
if (inside_word)
{
word_end = next_s;
}
else
{
prev_word_end = word_end;
line_width += word_width + blank_width;
word_width = blank_width = 0.0f;
}
// Allow wrapping after punctuation.
inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
}
// We ignore blank width at the end of the line (they can be skipped)
if (line_width + word_width > wrap_width)
{
// Words that cannot possibly fit within an entire line will be cut anywhere.
if (word_width < wrap_width)
s = prev_word_end ? prev_word_end : word_end;
break;
}
s = next_s;
}
return s;
}
ImVec2 ImFont::CalcTextSizeA(float size,
float max_width,
float wrap_width,
const char* text_begin,
const char* text_end,
const char** remaining) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
const float line_height = size;
const float scale = size / FontSize;
ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
const char* s = text_begin;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not
// intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to
// minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >=
// word_wrap_eol below
}
if (s >= word_wrap_eol)
{
if (text_size.x < line_width)
text_size.x = line_width;
text_size.y += line_height;
line_width = 0.0f;
word_wrap_eol = NULL;
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c))
{
s++;
}
else if (c == '\n')
{
s++;
break;
}
else
{
break;
}
}
continue;
}
}
// Decode and advance source
const char* prev_s = s;
unsigned int c = (unsigned int)*s;
if (c < 0x80)
{
s += 1;
}
else
{
s += ImTextCharFromUtf8(&c, s, text_end);
if (c == 0) // Malformed UTF-8?
break;
}
if (c < 32)
{
if (c == '\n')
{
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
continue;
}
if (c == '\r')
continue;
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
if (line_width + char_width >= max_width)
{
s = prev_s;
break;
}
line_width += char_width;
}
if (text_size.x < line_width)
text_size.x = line_width;
if (line_width > 0 || text_size.y == 0.0f)
text_size.y += line_height;
if (remaining)
*remaining = s;
return text_size;
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale),
ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0),
ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list,
float size,
ImVec2 pos,
ImU32 col,
const ImVec4& clip_rect,
const char* text_begin,
const char* text_end,
float wrap_width,
bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end,
// so this is merely to handle direct calls.
// Align to be pixel perfect
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = pos.x;
float y = pos.y;
if (y > clip_rect.w)
return;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
// Fast-forward to first visible line
const char* s = text_begin;
if (y + line_height < clip_rect.y && !word_wrap_enabled)
while (y + line_height < clip_rect.y && s < text_end)
{
s = (const char*)memchr(s, '\n', text_end - s);
s = s ? s + 1 : text_end;
y += line_height;
}
// For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
// Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer
// without a newline will likely crash atm)
if (text_end - s > 10000 && !word_wrap_enabled)
{
const char* s_end = s;
float y_end = y;
while (y_end < clip_rect.w && s_end < text_end)
{
s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
text_end = s_end;
}
if (s == text_end)
return;
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
const int vtx_count_max = (int)(text_end - s) * 4;
const int idx_count_max = (int)(text_end - s) * 6;
const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
draw_list->PrimReserve(idx_count_max, vtx_count_max);
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not
// intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to
// minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >=
// word_wrap_eol below
}
if (s >= word_wrap_eol)
{
x = pos.x;
y += line_height;
word_wrap_eol = NULL;
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c))
{
s++;
}
else if (c == '\n')
{
s++;
break;
}
else
{
break;
}
}
continue;
}
}
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
{
s += 1;
}
else
{
s += ImTextCharFromUtf8(&c, s, text_end);
if (c == 0) // Malformed UTF-8?
break;
}
if (c < 32)
{
if (c == '\n')
{
x = pos.x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
continue;
}
if (c == '\r')
continue;
}
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
if (glyph == NULL)
continue;
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
{
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before
// clip_rect.y and exit once we pass clip_rect.w
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
{
// Render a character
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for
// axis aligned quads.
if (cpu_fine_clip)
{
if (x1 < clip_rect.x)
{
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
x1 = clip_rect.x;
}
if (y1 < clip_rect.y)
{
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
y1 = clip_rect.y;
}
if (x2 > clip_rect.z)
{
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
x2 = clip_rect.z;
}
if (y2 > clip_rect.w)
{
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
y2 = clip_rect.w;
}
if (y1 >= y2)
{
x += char_width;
continue;
}
}
// Support for untinted glyphs
ImU32 glyph_col = glyph->Colored ? col_untinted : col;
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds.
// Inlined here:
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx);
idx_write[1] = (ImDrawIdx)(vtx_current_idx + 1);
idx_write[2] = (ImDrawIdx)(vtx_current_idx + 2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx);
idx_write[4] = (ImDrawIdx)(vtx_current_idx + 2);
idx_write[5] = (ImDrawIdx)(vtx_current_idx + 3);
vtx_write[0].pos.x = x1;
vtx_write[0].pos.y = y1;
vtx_write[0].col = glyph_col;
vtx_write[0].uv.x = u1;
vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2;
vtx_write[1].pos.y = y1;
vtx_write[1].col = glyph_col;
vtx_write[1].uv.x = u2;
vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2;
vtx_write[2].pos.y = y2;
vtx_write[2].col = glyph_col;
vtx_write[2].uv.x = u2;
vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1;
vtx_write[3].pos.y = y2;
vtx_write[3].col = glyph_col;
vtx_write[3].uv.x = u1;
vtx_write[3].uv.y = v2;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
}
}
}
x += char_width;
}
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
draw_list->_VtxCurrentIdx = vtx_current_idx;
}
//-----------------------------------------------------------------------------
// [SECTION] ImGui Internal Render Helpers
//-----------------------------------------------------------------------------
// Vaguely redesigned to stop accessing ImGui global state:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
// Function in need of a redesign (legacy mess)
// - RenderColorRectWithAlphaCheckerboard()
//-----------------------------------------------------------------------------
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To
// e.g. denote expanded/collapsed state
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
const float h = draw_list->_Data->FontSize * 1.00f;
float r = h * 0.40f * scale;
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
switch (dir)
{
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up)
r = -r;
a = ImVec2(+0.000f, +0.750f) * r;
b = ImVec2(-0.866f, -0.750f) * r;
c = ImVec2(+0.866f, -0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left)
r = -r;
a = ImVec2(+0.750f, +0.000f) * r;
b = ImVec2(-0.750f, +0.866f) * r;
c = ImVec2(-0.750f, -0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
}
void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
{
float thickness = ImMax(sz / 5.0f, 1.0f);
sz -= thickness * 0.5f;
pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
float third = sz / 3.0f;
float bx = pos.x + third;
float by = pos.y + sz - third * 0.5f;
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, 0, thickness);
}
void ImGui::RenderMouseCursor(ImDrawList* draw_list,
ImVec2 pos,
float scale,
ImGuiMouseCursor mouse_cursor,
ImU32 col_fill,
ImU32 col_border,
ImU32 col_shadow)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3],
col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3],
col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on
// each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
switch (direction)
{
case ImGuiDir_Left:
draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y),
ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col);
return;
case ImGuiDir_Right:
draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y),
ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col);
return;
case ImGuiDir_Up:
draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y),
ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col);
return;
case ImGuiDir_Down:
draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y),
ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col);
return;
case ImGuiDir_None:
case ImGuiDir_COUNT:
break; // Fix warnings
}
}
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change
// of functionality, and because the saved space means that the left-most tab label can stay at exactly the same
// position as the label of a loose window.
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
{
draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f),
ImGuiDir_Down, col);
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f)
return IM_PI * 0.5f;
if (x >= 1.0f)
return 0.0f;
return ImAcos(x);
// return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation,
// may be enough for what we do.
}
// FIXME: Cleanup and move code to ImDrawList.
void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list,
const ImRect& rect,
ImU32 col,
float x_start_norm,
float x_end_norm,
float rounding)
{
if (x_end_norm == x_start_norm)
return;
if (x_start_norm > x_end_norm)
ImSwap(x_start_norm, x_end_norm);
ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
if (rounding == 0.0f)
{
draw_list->AddRectFilled(p0, p1, col, 0.0f);
return;
}
rounding =
ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
const float inv_rounding = 1.0f / rounding;
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
const float half_pi =
IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
if (arc0_b == arc0_e)
{
draw_list->PathLineTo(ImVec2(x0, p1.y));
draw_list->PathLineTo(ImVec2(x0, p0.y));
}
else if (arc0_b == 0.0f && arc0_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
}
else
{
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
}
if (p1.x > rect.Min.x + rounding)
{
const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
const float x1 = ImMin(p1.x, rect.Max.x - rounding);
if (arc1_b == arc1_e)
{
draw_list->PathLineTo(ImVec2(x1, p0.y));
draw_list->PathLineTo(ImVec2(x1, p1.y));
}
else if (arc1_b == 0.0f && arc1_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
}
else
{
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
}
}
draw_list->PathFillConvex(col);
}
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
{
const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x);
const bool fill_U = (inner.Min.y > outer.Min.y);
const bool fill_D = (inner.Max.y < outer.Max.y);
if (fill_L)
draw_list->AddRectFilled(
ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding,
(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 && fill_U)
draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding,
ImDrawFlags_RoundCornersTopLeft);
if (fill_R && fill_U)
draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding,
ImDrawFlags_RoundCornersTopRight);
if (fill_L && fill_D)
draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding,
ImDrawFlags_RoundCornersBottomLeft);
if (fill_R && fill_D)
draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding,
ImDrawFlags_RoundCornersBottomRight);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple
// cells. Caller currently responsible for avoiding that. Spent a non reasonable amount of time trying to getting this
// right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and
// offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// FIXME: uses ImGui::GetColorU32
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,
ImVec2 p_min,
ImVec2 p_max,
ImU32 col,
float grid_step,
ImVec2 grid_off,
float rounding,
ImDrawFlags flags)
{
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags = ImDrawFlags_RoundCornersDefault_;
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
int yi = 0;
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
{
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
if (y1 <= p_min.y)
{
if (x1 <= p_min.x)
cell_flags |= ImDrawFlags_RoundCornersTopLeft;
if (x2 >= p_max.x)
cell_flags |= ImDrawFlags_RoundCornersTopRight;
}
if (y2 >= p_max.y)
{
if (x1 <= p_min.x)
cell_flags |= ImDrawFlags_RoundCornersBottomLeft;
if (x2 >= p_max.x)
cell_flags |= ImDrawFlags_RoundCornersBottomRight;
}
// Combine flags
cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone)
? ImDrawFlags_RoundCornersNone
: (cell_flags & flags);
draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
}
}
}
else
{
draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
}
}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
// Compressed with stb_compress() then converted to a C array and encoded as base85.
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
//-----------------------------------------------------------------------------
static unsigned int stb_decompress_length(const unsigned char* input)
{
return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
}
static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
static const unsigned char* stb__barrier_in_b;
static unsigned char* stb__dout;
static void stb__match(const unsigned char* data, unsigned int length)
{
// INVERSE of memmove... write each byte before copying the next...
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e)
{
stb__dout += length;
return;
}
if (data < stb__barrier_out_b)
{
stb__dout = stb__barrier_out_e + 1;
return;
}
while (length--)
*stb__dout++ = *data++;
}
static void stb__lit(const unsigned char* data, unsigned int length)
{
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e)
{
stb__dout += length;
return;
}
if (data < stb__barrier_in_b)
{
stb__dout = stb__barrier_out_e + 1;
return;
}
memcpy(stb__dout, data, length);
stb__dout += length;
}
# define stb__in2(x) ((i[x] << 8) + i[(x) + 1])
# define stb__in3(x) ((i[x] << 16) + stb__in2((x) + 1))
# define stb__in4(x) ((i[x] << 24) + stb__in3((x) + 1))
static const unsigned char* stb_decompress_token(const unsigned char* i)
{
if (*i >= 0x20)
{ // use fewer if's for cases that expand small
if (*i >= 0x80)
stb__match(stb__dout - i[1] - 1, i[0] - 0x80 + 1), i += 2;
else if (*i >= 0x40)
stb__match(stb__dout - (stb__in2(0) - 0x4000 + 1), i[2] + 1), i += 3;
else /* *i >= 0x20 */
stb__lit(i + 1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
}
else
{ // more ifs for cases that expand large, since overhead is amortized
if (*i >= 0x18)
stb__match(stb__dout - (stb__in3(0) - 0x180000 + 1), i[3] + 1), i += 4;
else if (*i >= 0x10)
stb__match(stb__dout - (stb__in3(0) - 0x100000 + 1), stb__in2(3) + 1), i += 5;
else if (*i >= 0x08)
stb__lit(i + 2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
else if (*i == 0x07)
stb__lit(i + 3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
else if (*i == 0x06)
stb__match(stb__dout - (stb__in3(1) + 1), i[4] + 1), i += 5;
else if (*i == 0x04)
stb__match(stb__dout - (stb__in3(1) + 1), stb__in2(4) + 1), i += 6;
}
return i;
}
static unsigned int stb_adler32(unsigned int adler32, unsigned char* buffer, unsigned int buflen)
{
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
unsigned long blocklen = buflen % 5552;
unsigned long i;
while (buflen)
{
for (i = 0; i + 7 < blocklen; i += 8)
{
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
s1 += *buffer++, s2 += s1;
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buflen -= blocklen;
blocklen = 5552;
}
return (unsigned int)(s2 << 16) + (unsigned int)s1;
}
static unsigned int stb_decompress(unsigned char* output, const unsigned char* i, unsigned int /*length*/)
{
if (stb__in4(0) != 0x57bC0000)
return 0;
if (stb__in4(4) != 0)
return 0; // error! stream is > 4GB
const unsigned int olen = stb_decompress_length(i);
stb__barrier_in_b = i;
stb__barrier_out_e = output + olen;
stb__barrier_out_b = output;
i += 16;
stb__dout = output;
for (;;)
{
const unsigned char* old_i = i;
i = stb_decompress_token(i);
if (i == old_i)
{
if (*i == 0x05 && i[1] == 0xfa)
{
IM_ASSERT(stb__dout == output + olen);
if (stb__dout != output + olen)
return 0;
if (stb_adler32(1, output, olen) != (unsigned int)stb__in4(2))
return 0;
return olen;
}
else
{
IM_ASSERT(0); /* NOTREACHED */
return 0;
}
}
IM_ASSERT(stb__dout <= output + olen);
if (stb__dout > output + olen)
return 0;
}
}
//-----------------------------------------------------------------------------
// [SECTION] Default font data (ProggyClean.ttf)
//-----------------------------------------------------------------------------
// ProggyClean.ttf
// Copyright (c) 2004, 2005 Tristan Grimmer
// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
// Download and more information at http://upperbounds.net
//-----------------------------------------------------------------------------
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
//-----------------------------------------------------------------------------
static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/"
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"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/"
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"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./"
"L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
"i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//"
"L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N"
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"#^$PG.Ll+DNa<XCMKEV*N)LN/N"
"*b=%Q6pia-Xg8I$<MR&,VdJe$<(7G;Ckl'&hF;;$<_=X(b.RS%%)###MPBuuE1V:v&cX&#2m#(&cV]`k9OhLMbn%s$G2,B$BfD3X*sp5#l,$R#]x_"
"X1xKX%b5U*[r5iMfUo9U`N99hG)"
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"Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX"
"ow0i(?$Q[cjOd[P4d)]>ROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+"
"b3L#lpR/MrTEH.IAQk.a>D[.e;mc."
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"-ZpKrUss?d#dZq]DAbkU*JqkL+nwX@@47`5>w=4h(9.`G"
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"EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?G<Nald$qs]@]L<J7bR*>gv:[7MI2k).'2($5FNP&EQ(,)"
"U]W]+fh18.vsai00);D3@4ku5P?DP8aJt+;qUM]=+b'8@;mViBKx0DE[-auGl8:PJ&Dj+M6OC]O^((##]`0i)drT;-7X`=-H3[igUnPG-NZlo.#k@"
"h#=Ork$m>a>$-?Tm$UV(?#P6YY#"
"'/###xe7q.73rI3*pP/$1>s9)W,JrM7SN]'/4C#v$U`0#V.[0>xQsH$fEmPMgY2u7Kh(G%siIfLSoS+MK2eTM$=5,M8p`A.;_R%#u[K#$x4AG8.kK/"
"HSB==-'Ie/QTtG?-.*^N-4B/ZM"
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"EgJ)PBc[-f>+WomX2u7lqM2iEumMTcsF?-aT=Z-97UEnXglEn1K-bnEO`gu"
"Ft(c%=;Am_Qs@jLooI&NX;]0#j4#F14;gl8-GQpgwhrq8'=l_f-b49'UOqkLu7-##oDY2L(te+Mch&gLYtJ,MEtJfLh'x'M=$CS-ZZ%P]8bZ>#S?"
"YY#%Q&q'3^Fw&?D)UDNrocM3A76/"
"/oL?#h7gl85[qW/"
"NDOk%16ij;+:1a'iNIdb-ou8.P*w,v5#EI$TWS>Pot-R*H'-SEpA:g)f+O$%%`kA#G=8RMmG1&O`>to8bC]T&$,n.LoO>29sp3dt-52U%VM#q7'"
"DHpg+#Z9%H[K<L"
"%a2E-grWVM3@2=-k22tL]4$##6We'8UJCKE[d_=%wI;'6X-GsLX4j^SgJ$##R*w,vP3wK#iiW&#*h^D&R?jp7+/"
"u&#(AP##XU8c$fSYW-J95_-Dp[g9wcO&#M-h1OcJlc-*vpw0xUX&#"
"OQFKNX@QI'IoPp7nb,QU//"
"MQ&ZDkKP)X<WSVL(68uVl&#c'[0#(s1X&xm$Y%B7*K:eDA323j998GXbA#pwMs-jgD$9QISB-A_(aN4xoFM^@C58D0+Q+q3n0#3U1InDjF682-"
"SjMXJK)("
"h$hxua_K]ul92%'BOU&#BRRh-slg8KDlr:%L71Ka:.A;%YULjDPmL<LYs8i#XwJOYaKPKc1h:'9Ke,g)b),78=I39B;xiY$bgGw-&.Zi9InXDuYa%"
"G*f2Bq7mn9^#p1vv%#(Wi-;/Z5h"
"o;#2:;%d&#x9v68C5g?ntX0X)pT`;%pB3q7mgGN)3%(P8nTd5L7GeA-GL@+%J3u2:(Yf>et`e;)f#Km8&+DC$I46>#Kr]]u-[=99tts1.qb#"
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static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
#endif // #ifndef IMGUI_DISABLE