diff options
| author | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
| commit | 5581909a4d19db97304449f66404ff99a0429d3f (patch) | |
| tree | a90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/external/imgui/1.49/imgui_draw.cpp | |
| parent | Fix cmake visual studio project generation (locate_gw_root.bat) (diff) | |
| download | nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip | |
Add visual samples.
Diffstat (limited to 'NvCloth/samples/external/imgui/1.49/imgui_draw.cpp')
| -rw-r--r-- | NvCloth/samples/external/imgui/1.49/imgui_draw.cpp | 2377 |
1 files changed, 2377 insertions, 0 deletions
diff --git a/NvCloth/samples/external/imgui/1.49/imgui_draw.cpp b/NvCloth/samples/external/imgui/1.49/imgui_draw.cpp new file mode 100644 index 0000000..63cf882 --- /dev/null +++ b/NvCloth/samples/external/imgui/1.49/imgui_draw.cpp @@ -0,0 +1,2377 @@ +// dear imgui, v1.49 +// (drawing and font code) + +// Contains implementation for +// - ImDrawList +// - ImDrawData +// - ImFontAtlas +// - ImFont +// - Default font data + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#define IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_PLACEMENT_NEW +#include "imgui_internal.h" + +#include <stdio.h> // vsnprintf, sscanf, printf +#if !defined(alloca) && !defined(__FreeBSD__) && !defined(__DragonFly__) +#ifdef _WIN32 +#include <malloc.h> // alloca +#else +#include <alloca.h> // alloca +#endif +#endif + +#ifdef _MSC_VER +#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 +#define snprintf _snprintf +#endif + +#ifdef __clang__ +#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 it. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // +#elif defined(__GNUC__) +#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 +#endif + +//------------------------------------------------------------------------- +// STB libraries implementation +//------------------------------------------------------------------------- + +//#define IMGUI_STB_NAMESPACE ImGuiStb +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_TRUETYPE_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 +#endif + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#endif + +#ifdef __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] +#endif + +#define STBRP_ASSERT(x) IM_ASSERT(x) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_STATIC +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#include "stb_rect_pack.h" + +#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x)) +#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) +#define STBTT_assert(x) IM_ASSERT(x) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#include "stb_truetype.h" + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImGuiStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// ImDrawList +//----------------------------------------------------------------------------- + +static const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift + +void ImDrawList::Clear() +{ + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _ChannelsCurrent = 0; + _ChannelsCount = 1; + // NB: Do not clear channels so our allocations are re-used after the first frame. +} + +void ImDrawList::ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _ChannelsCurrent = 0; + _ChannelsCount = 1; + for (int i = 0; i < _Channels.Size; i++) + { + if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i].CmdBuffer.clear(); + _Channels[i].IdxBuffer.clear(); + } + _Channels.clear(); +} + +// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode +#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL) + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = GetCurrentClipRect(); + draw_cmd.TextureId = GetCurrentTextureId(); + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) + { + AddDrawCmd(); + current_cmd = &CmdBuffer.back(); + } + current_cmd->UserCallback = callback; + current_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// 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::UpdateClipRect() +{ + // If current command is used with different settings we need to add a new command + const ImVec4 curr_clip_rect = GetCurrentClipRect(); + ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->ClipRect = curr_clip_rect; +} + +void ImDrawList::UpdateTextureID() +{ + // If current command is used with different settings we need to add a new command + const ImTextureID curr_texture_id = GetCurrentTextureId(); + ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->TextureId = curr_texture_id; +} + +#undef GetCurrentClipRect +#undef GetCurrentTextureId + +// 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 && _ClipRectStack.Size) + { + ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; + 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); + UpdateClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w)); + //PushClipRect(GetVisibleRect()); // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here? +} + +void ImDrawList::PopClipRect() +{ + IM_ASSERT(_ClipRectStack.Size > 0); + _ClipRectStack.pop_back(); + UpdateClipRect(); +} + +void ImDrawList::PushTextureID(const ImTextureID& texture_id) +{ + _TextureIdStack.push_back(texture_id); + UpdateTextureID(); +} + +void ImDrawList::PopTextureID() +{ + IM_ASSERT(_TextureIdStack.Size > 0); + _TextureIdStack.pop_back(); + UpdateTextureID(); +} + +void ImDrawList::ChannelsSplit(int channels_count) +{ + IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _ChannelsCount = channels_count; + + // _Channels[] (24 bytes each) hold storage that we'll swap with this->_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 _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _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); + } + if (_Channels[i].CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _ClipRectStack.back(); + draw_cmd.TextureId = _TextureIdStack.back(); + _Channels[i].CmdBuffer.push_back(draw_cmd); + } + } +} + +void ImDrawList::ChannelsMerge() +{ + // 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 (_ChannelsCount <= 1) + return; + + ChannelsSetCurrent(0); + if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) + CmdBuffer.pop_back(); + + int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; + for (int i = 1; i < _ChannelsCount; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) + ch.CmdBuffer.pop_back(); + new_cmd_buffer_count += ch.CmdBuffer.Size; + new_idx_buffer_count += ch.IdxBuffer.Size; + } + CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); + IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); + + ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; + _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _ChannelsCount; 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(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } + } + AddDrawCmd(); + _ChannelsCount = 1; +} + +void ImDrawList::ChannelsSetCurrent(int idx) +{ + IM_ASSERT(idx < _ChannelsCount); + if (_ChannelsCurrent == idx) return; + memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times + memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); + _ChannelsCurrent = idx; + memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); + memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); + _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; +} + +// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; + draw_cmd.ElemCount += idx_count; + + int vtx_buffer_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_size; + + int idx_buffer_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_size; +} + +// 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(GImGui->FontTexUvWhitePixel); + 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; +} + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased) +{ + if (points_count < 2) + return; + + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + anti_aliased &= GImGui->Style.AntiAliasedLines; + //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug + + int count = points_count; + if (!closed) + count = points_count-1; + + const bool thick_line = thickness > 1.0f; + if (anti_aliased) + { + // Anti-aliased stroke + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & 0x00ffffff; + + const int idx_count = thick_line ? count*18 : count*12; + const int vtx_count = thick_line ? points_count*4 : points_count*3; + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); + ImVec2* temp_points = temp_normals + points_count; + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + ImVec2 diff = points[i2] - points[i1]; + diff *= ImInvLength(diff, 1.0f); + temp_normals[i1].x = diff.y; + temp_normals[i1].y = -diff.x; + } + if (!closed) + temp_normals[points_count-1] = temp_normals[points_count-2]; + + if (!thick_line) + { + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; + temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + + // Average normals + ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f; + float dmr2 = dm.x*dm.x + dm.y*dm.y; + if (dmr2 > 0.000001f) + { + float scale = 1.0f / dmr2; + if (scale > 100.0f) scale = 100.0f; + dm *= scale; + } + dm *= AA_SIZE; + temp_points[i2*2+0] = points[i2] + dm; + temp_points[i2*2+1] = points[i2] - dm; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); + _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; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; + _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; + _VtxWritePtr += 3; + } + } + else + { + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + if (!closed) + { + 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_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; + + // Average normals + ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f; + float dmr2 = dm.x*dm.x + dm.y*dm.y; + if (dmr2 > 0.000001f) + { + float scale = 1.0f / dmr2; + if (scale > 100.0f) scale = 100.0f; + dm *= scale; + } + ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE); + ImVec2 dm_in = dm * half_inner_thickness; + temp_points[i2*4+0] = points[i2] + dm_out; + temp_points[i2*4+1] = points[i2] + dm_in; + temp_points[i2*4+2] = points[i2] - dm_in; + temp_points[i2*4+3] = points[i2] - dm_out; + + // 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 vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Stroke + 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]; + ImVec2 diff = p2 - p1; + diff *= ImInvLength(diff, 1.0f); + + const float dx = diff.x * (thickness * 0.5f); + const float dy = diff.y * (thickness * 0.5f); + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = 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; + } + } +} + +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased) +{ + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + anti_aliased &= GImGui->Style.AntiAliasedShapes; + //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug + + if (anti_aliased) + { + // Anti-aliased Fill + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & 0x00ffffff; + 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)); + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + ImVec2 diff = p1 - p0; + diff *= ImInvLength(diff, 1.0f); + temp_normals[i0].x = diff.y; + temp_normals[i0].y = -diff.x; + } + + 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]; + ImVec2 dm = (n0 + n1) * 0.5f; + float dmr2 = dm.x*dm.x + dm.y*dm.y; + if (dmr2 > 0.000001f) + { + float scale = 1.0f / dmr2; + if (scale > 100.0f) scale = 100.0f; + dm *= scale; + } + dm *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos = (points[i1] + dm); _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::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax) +{ + static ImVec2 circle_vtx[12]; + static bool circle_vtx_builds = false; + const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); + if (!circle_vtx_builds) + { + for (int i = 0; i < circle_vtx_count; i++) + { + const float a = ((float)i / (float)circle_vtx_count) * 2*IM_PI; + circle_vtx[i].x = cosf(a); + circle_vtx[i].y = sinf(a); + } + circle_vtx_builds = true; + } + + if (amin > amax) return; + if (radius == 0.0f) + { + _Path.push_back(centre); + } + else + { + _Path.reserve(_Path.Size + (amax - amin + 1)); + for (int a = amin; a <= amax; a++) + { + const ImVec2& c = circle_vtx[a % circle_vtx_count]; + _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + } + } +} + +void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments) +{ + if (radius == 0.0f) + _Path.push_back(centre); + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = amin + ((float)i / (float)num_segments) * (amax - amin); + _Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius)); + } +} + +static void PathBezierToCasteljau(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; + + PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); + PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + } +} + +void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + // Auto-tessellated + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0); + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + float t = t_step * i_step; + 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; + _Path.push_back(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)); + } + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +{ + float r = rounding; + r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f); + r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f); + + if (r <= 0.0f || rounding_corners == 0) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x,a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x,b.y)); + } + else + { + const float r0 = (rounding_corners & 1) ? r : 0.0f; + const float r1 = (rounding_corners & 2) ? r : 0.0f; + const float r2 = (rounding_corners & 4) ? r : 0.0f; + const float r3 = (rounding_corners & 8) ? r : 0.0f; + PathArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 6, 9); + PathArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 9, 12); + PathArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 0, 3); + PathArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +{ + if ((col >> 24) == 0) + return; + PathLineTo(a + ImVec2(0.5f,0.5f)); + PathLineTo(b + ImVec2(0.5f,0.5f)); + PathStroke(col, false, thickness); +} + +// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners, float thickness) +{ + if ((col >> 24) == 0) + return; + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners) +{ + if ((col >> 24) == 0) + return; + if (rounding > 0.0f) + { + PathRect(a, b, rounding, rounding_corners); + PathFill(col); + } + else + { + PrimReserve(6, 4); + PrimRect(a, b, col); + } +} + +void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, 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) >> 24) == 0) + return; + + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + 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(a, uv, col_upr_left); + PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); + PrimWriteVtx(c, uv, col_bot_right); + PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +{ + if ((col >> 24) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + if ((col >> 24) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathFill(col); +} + +void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +{ + if ((col >> 24) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +{ + if ((col >> 24) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathFill(col); +} + +void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col >> 24) == 0) + return; + + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +{ + if ((col >> 24) == 0) + return; + + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius, 0.0f, a_max, num_segments); + PathFill(col); +} + +void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +{ + if ((col >> 24) == 0) + return; + + PathLineTo(pos0); + PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathStroke(col, false, 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 >> 24) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful. + // Might just move Font/FontSize to ImDrawList? + if (font == NULL) + font = GImGui->Font; + if (font_size == 0.0f) + font_size = GImGui->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _ClipRectStack.back(); + 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(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col) +{ + if ((col >> 24) == 0) + return; + + // FIXME-OPT: This is wasting draw calls. + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(a, b, uv0, uv1, col); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// 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 ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& 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 * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// ImFontAtlas +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + FontData = NULL; + FontDataSize = 0; + FontDataOwnedByAtlas = true; + FontNo = 0; + SizePixels = 0.0f; + OversampleH = 3; + OversampleV = 1; + PixelSnapH = false; + GlyphExtraSpacing = ImVec2(0.0f, 0.0f); + GlyphRanges = NULL; + MergeMode = false; + MergeGlyphCenterV = false; + DstFont = NULL; + memset(Name, 0, sizeof(Name)); +} + +ImFontAtlas::ImFontAtlas() +{ + TexID = NULL; + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexWidth = TexHeight = TexDesiredWidth = 0; + TexUvWhitePixel = ImVec2(0, 0); +} + +ImFontAtlas::~ImFontAtlas() +{ + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + ImGui::MemFree(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(); +} + +void ImFontAtlas::ClearTexData() +{ + if (TexPixelsAlpha8) + ImGui::MemFree(TexPixelsAlpha8); + if (TexPixelsRGBA32) + ImGui::MemFree(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; +} + +void ImFontAtlas::ClearFonts() +{ + for (int i = 0; i < Fonts.Size; i++) + { + Fonts[i]->~ImFont(); + ImGui::MemFree(Fonts[i]); + } + Fonts.clear(); +} + +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) + { + if (ConfigData.empty()) + AddFontDefault(); + 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; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4)); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = ((unsigned int)(*src++) << 24) | 0x00FFFFFF; + } + + *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(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + { + ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont)); + IM_PLACEMENT_NEW(font) ImFont(); + Fonts.push_back(font); + } + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (!new_font_cfg.DstFont) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Invalidate texture + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(unsigned char *input); +static unsigned int stb_decompress(unsigned char *output, unsigned char *i, 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-endianess. + 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.Name[0] == '\0') strcpy(font_cfg.Name, "<default>"); + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault()); + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + int data_size = 0; + void* data = ImLoadFileToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT(0); // Could not load 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--) {} + snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p); + } + return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NBM 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) +{ + 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; + 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((unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (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 = ImGui::MemAlloc((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); + ImGui::MemFree(compressed_ttf); + return font; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(ConfigData.Size > 0); + + TexID = NULL; + TexWidth = TexHeight = 0; + TexUvWhitePixel = ImVec2(0, 0); + ClearTexData(); + + struct ImFontTempBuildData + { + stbtt_fontinfo FontInfo; + stbrp_rect* Rects; + stbtt_pack_range* Ranges; + int RangesCount; + }; + ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)ConfigData.Size * sizeof(ImFontTempBuildData)); + + // Initialize font information early (so we can error without any cleanup) + count glyphs + int total_glyph_count = 0; + int total_glyph_range_count = 0; + for (int input_i = 0; input_i < ConfigData.Size; input_i++) + { + ImFontConfig& cfg = ConfigData[input_i]; + ImFontTempBuildData& tmp = tmp_array[input_i]; + + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this)); + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0); + if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Count glyphs + if (!cfg.GlyphRanges) + cfg.GlyphRanges = GetGlyphRangesDefault(); + for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2) + { + total_glyph_count += (in_range[1] - in_range[0]) + 1; + total_glyph_range_count++; + } + } + + // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish. + // After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512; + TexHeight = 0; + const int max_tex_height = 1024*32; + stbtt_pack_context spc; + stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL); + + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + ImVector<stbrp_rect> extra_rects; + RenderCustomTexData(0, &extra_rects); + stbtt_PackSetOversampling(&spc, 1, 1); + stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size); + for (int i = 0; i < extra_rects.Size; i++) + if (extra_rects[i].was_packed) + TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0; + stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar)); + stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect)); + stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range)); + memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar)); + memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity. + memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range)); + + // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point) + for (int input_i = 0; input_i < ConfigData.Size; input_i++) + { + ImFontConfig& cfg = ConfigData[input_i]; + ImFontTempBuildData& tmp = tmp_array[input_i]; + + // Setup ranges + int glyph_count = 0; + int glyph_ranges_count = 0; + for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2) + { + glyph_count += (in_range[1] - in_range[0]) + 1; + glyph_ranges_count++; + } + tmp.Ranges = buf_ranges + buf_ranges_n; + tmp.RangesCount = glyph_ranges_count; + buf_ranges_n += glyph_ranges_count; + for (int i = 0; i < glyph_ranges_count; i++) + { + const ImWchar* in_range = &cfg.GlyphRanges[i * 2]; + stbtt_pack_range& range = tmp.Ranges[i]; + range.font_size = cfg.SizePixels; + range.first_unicode_codepoint_in_range = in_range[0]; + range.num_chars = (in_range[1] - in_range[0]) + 1; + range.chardata_for_range = buf_packedchars + buf_packedchars_n; + buf_packedchars_n += range.num_chars; + } + + // Pack + tmp.Rects = buf_rects + buf_rects_n; + buf_rects_n += glyph_count; + stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV); + int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects); + stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n); + + // Extend texture height + for (int i = 0; i < n; i++) + if (tmp.Rects[i].was_packed) + TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h); + } + IM_ASSERT(buf_rects_n == total_glyph_count); + IM_ASSERT(buf_packedchars_n == total_glyph_count); + IM_ASSERT(buf_ranges_n == total_glyph_range_count); + + // Create texture + TexHeight = ImUpperPowerOfTwo(TexHeight); + TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(TexWidth * TexHeight); + memset(TexPixelsAlpha8, 0, TexWidth * TexHeight); + spc.pixels = TexPixelsAlpha8; + spc.height = TexHeight; + + // Second pass: render characters + for (int input_i = 0; input_i < ConfigData.Size; input_i++) + { + ImFontConfig& cfg = ConfigData[input_i]; + ImFontTempBuildData& tmp = tmp_array[input_i]; + stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV); + stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects); + tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + ImGui::MemFree(buf_rects); + buf_rects = NULL; + + // Third pass: setup ImFont and glyphs for runtime + for (int input_i = 0; input_i < ConfigData.Size; input_i++) + { + ImFontConfig& cfg = ConfigData[input_i]; + ImFontTempBuildData& tmp = tmp_array[input_i]; + ImFont* dst_font = cfg.DstFont; + + float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + float ascent = unscaled_ascent * font_scale; + float descent = unscaled_descent * font_scale; + if (!cfg.MergeMode) + { + dst_font->ContainerAtlas = this; + dst_font->ConfigData = &cfg; + dst_font->ConfigDataCount = 0; + dst_font->FontSize = cfg.SizePixels; + dst_font->Ascent = ascent; + dst_font->Descent = descent; + dst_font->Glyphs.resize(0); + } + dst_font->ConfigDataCount++; + float off_y = (cfg.MergeMode && cfg.MergeGlyphCenterV) ? (ascent - dst_font->Ascent) * 0.5f : 0.0f; + + dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable() + for (int i = 0; i < tmp.RangesCount; i++) + { + stbtt_pack_range& range = tmp.Ranges[i]; + for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1) + { + const stbtt_packedchar& pc = range.chardata_for_range[char_idx]; + if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1) + continue; + + const int codepoint = range.first_unicode_codepoint_in_range + char_idx; + if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint)) + continue; + + stbtt_aligned_quad q; + float dummy_x = 0.0f, dummy_y = 0.0f; + stbtt_GetPackedQuad(range.chardata_for_range, TexWidth, TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0); + + dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1); + ImFont::Glyph& glyph = dst_font->Glyphs.back(); + glyph.Codepoint = (ImWchar)codepoint; + glyph.X0 = q.x0; glyph.Y0 = q.y0; glyph.X1 = q.x1; glyph.Y1 = q.y1; + glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1; + glyph.Y0 += (float)(int)(dst_font->Ascent + off_y + 0.5f); + glyph.Y1 += (float)(int)(dst_font->Ascent + off_y + 0.5f); + glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x); // Bake spacing into XAdvance + if (cfg.PixelSnapH) + glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f); + } + } + cfg.DstFont->BuildLookupTable(); + } + + // Cleanup temporaries + ImGui::MemFree(buf_packedchars); + ImGui::MemFree(buf_ranges); + ImGui::MemFree(tmp_array); + + // Render into our custom data block + RenderCustomTexData(1, &extra_rects); + + return true; +} + +void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects) +{ + // A work of art lies ahead! (. = white layer, X = black layer, others are blank) + // The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. + const int TEX_DATA_W = 90; + const int TEX_DATA_H = 27; + const char texture_data[TEX_DATA_W*TEX_DATA_H+1] = + { + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX" + "..- -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" + "XX - 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..X - X.X - X.X - X.X -XX X.X - X.X XX" + "X...X - X.X - X.X - 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 - X.X - X..X X.X X..X - X.X - X.X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-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...XXXXXX.XXXXXX...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......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X " + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------" + "X.X X..X - -X.......X- X.......X - XX XX - " + "XX 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 - " + "------------ - X - X -X.....................X- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " + }; + + ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects; + if (pass == 0) + { + // Request rectangles + stbrp_rect r; + memset(&r, 0, sizeof(r)); + r.w = (TEX_DATA_W*2)+1; + r.h = TEX_DATA_H+1; + rects.push_back(r); + } + else if (pass == 1) + { + // Render/copy pixels + const stbrp_rect& r = rects[0]; + for (int y = 0, n = 0; y < TEX_DATA_H; y++) + for (int x = 0; x < TEX_DATA_W; x++, n++) + { + const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth; + const int offset1 = offset0 + 1 + TEX_DATA_W; + TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00; + TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00; + } + const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight); + TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y); + + // Setup mouse cursors + const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] = + { + // Pos ........ Size ......... Offset ...... + { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE + }; + + for (int type = 0; type < ImGuiMouseCursor_Count_; type++) + { + ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type]; + ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y); + const ImVec2 size = cursor_datas[type][1]; + cursor_data.Type = type; + cursor_data.Size = size; + cursor_data.HotOffset = cursor_datas[type][2]; + cursor_data.TexUvMin[0] = (pos) * tex_uv_scale; + cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale; + pos.x += TEX_DATA_W+1; + cursor_data.TexUvMin[1] = (pos) * tex_uv_scale; + cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale; + } + } +} + +// 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, 0xD79D, // Korean characters + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChinese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1. + // This encoding helps us reduce the source code size. + static const short offsets_from_0x4E00[] = + { + -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17, + 4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1, + 5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0, + 11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19, + 1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48, + 21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14, + 20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14, + 22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0, + 2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0, + 3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0, + 9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7, + 8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20, + 4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2, + 8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11, + 6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27, + 7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0, + 2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14, + 5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0, + 18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26, + 2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20, + 15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23, + 9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10, + 3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21, + 2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4, + 4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6, + 19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5, + 1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11, + 91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0, + 2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6, + 14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2, + 19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20, + 109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38, + }; + static ImWchar base_ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + }; + static bool full_ranges_unpacked = false; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1]; + if (!full_ranges_unpacked) + { + // Unpack + int codepoint = 0x4e00; + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);; + for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2) + dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1)); + dst[0] = 0; + full_ranges_unpacked = true; + } + 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]; +} + +//----------------------------------------------------------------------------- +// ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + Scale = 1.0f; + FallbackChar = (ImWchar)'?'; + Clear(); +} + +ImFont::~ImFont() +{ + // Invalidate active font so that the user gets a clear crash instead of a dangling pointer. + // If you want to delete fonts you need to do it between Render() and NewFrame(). + // FIXME-CLEANUP + /* + ImGuiContext& g = *GImGui; + if (g.Font == this) + g.Font = NULL; + */ + Clear(); +} + +void ImFont::Clear() +{ + FontSize = 0.0f; + DisplayOffset = ImVec2(0.0f, 1.0f); + ConfigData = NULL; + ConfigDataCount = 0; + Ascent = Descent = 0.0f; + ContainerAtlas = NULL; + Glyphs.clear(); + FallbackGlyph = NULL; + FallbackXAdvance = 0.0f; + IndexXAdvance.clear(); + IndexLookup.clear(); +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + IM_ASSERT(Glyphs.Size < 32*1024); + IndexXAdvance.clear(); + IndexLookup.clear(); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexXAdvance[codepoint] = Glyphs[i].XAdvance; + IndexLookup[codepoint] = (short)i; + } + + // 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((unsigned short)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + Glyphs.resize(Glyphs.Size + 1); + ImFont::Glyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((unsigned short)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.XAdvance *= 4; + IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance; + IndexLookup[(int)tab_glyph.Codepoint] = (short)(Glyphs.Size-1); + } + + FallbackGlyph = NULL; + FallbackGlyph = FindGlyph(FallbackChar); + FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexXAdvance[i] < 0.0f) + IndexXAdvance[i] = FallbackXAdvance; +} + +void ImFont::SetFallbackChar(ImWchar c) +{ + FallbackChar = c; + BuildLookupTable(); +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size); + int old_size = IndexLookup.Size; + if (new_size <= old_size) + return; + IndexXAdvance.resize(new_size); + IndexLookup.resize(new_size); + for (int i = old_size; i < new_size; i++) + { + IndexXAdvance[i] = -1.0f; + IndexLookup[i] = (short)-1; + } +} + +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. + int index_size = IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == -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] : -1; + IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f; +} + +const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const +{ + if (c < IndexLookup.Size) + { + const short i = IndexLookup[c]; + if (i != -1) + return &Glyphs.Data[i]; + } + return FallbackGlyph; +} + +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; + + 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 < IndexXAdvance.Size) ? IndexXAdvance[(int)c] * scale : FallbackXAdvance; + if (ImCharIsSpace(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + } + 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 (ImCharIsSpace(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) + 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 < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * 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; +} + +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const +{ + if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + return; + if (const Glyph* glyph = FindGlyph(c)) + { + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale); + ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + } +} + +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); + + // Align to be pixel perfect + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.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; + + // Skip non-visible lines + const char* s = text_begin; + if (!word_wrap_enabled && y + line_height < clip_rect.y) + while (s < text_end && *s != '\n') // Fast-forward to next line + s++; + + // 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; + + 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 (ImCharIsSpace(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) + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + + if (y > clip_rect.w) + break; + if (!word_wrap_enabled && y + line_height < clip_rect.y) + while (s < text_end && *s != '\n') // Fast-forward to next line + s++; + continue; + } + if (c == '\r') + continue; + } + + float char_width = 0.0f; + if (const Glyph* glyph = FindGlyph((unsigned short)c)) + { + char_width = glyph->XAdvance * scale; + + // Arbitrarily assume that both space and tabs are empty glyphs as an optimization + if (c != ' ' && c != '\t') + { + // 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; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build. + // 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 = 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 = 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 = 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 = 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 + draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); + draw_list->IdxBuffer.resize((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 = (unsigned int)draw_list->VtxBuffer.Size; +} + +//----------------------------------------------------------------------------- +// DEFAULT FONT DATA +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array. +// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4; +static unsigned char *stb__dout; +static void stb__match(unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT (stb__dout + length <= stb__barrier); + if (stb__dout + length > stb__barrier) { stb__dout += length; return; } + if (data < stb__barrier4) { stb__dout = stb__barrier+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(unsigned char *data, unsigned int length) +{ + IM_ASSERT (stb__dout + length <= stb__barrier); + if (stb__dout + length > stb__barrier) { stb__dout += length; return; } + if (data < stb__barrier2) { stb__dout = stb__barrier+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 unsigned char *stb_decompress_token(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, i; + + blocklen = buflen % 5552; + 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, unsigned char *i, unsigned int length) +{ + unsigned int olen; + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + olen = stb_decompress_length(i); + stb__barrier2 = i; + stb__barrier3 = i+length; + stb__barrier = output + olen; + stb__barrier4 = output; + i += 16; + + stb__dout = output; + for (;;) { + 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; + } +} + +//----------------------------------------------------------------------------- +// 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 binary_to_compressed_c.cpp +//----------------------------------------------------------------------------- +static const char 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GetDefaultCompressedFontDataTTFBase85() +{ + return proggy_clean_ttf_compressed_data_base85; +} |