ImDrawList, ImFontAtlas: comments, tweaks. moved less scary functions at the top of the file.

docking
ocornut 9 years ago
parent 7b1168eb30
commit bc8eb5e9cf

@ -159,6 +159,69 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
AddDrawCmd();
}
void ImDrawList::UpdateClipRect()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
{
AddDrawCmd();
}
else
{
ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
CmdBuffer.pop_back();
else
current_cmd->ClipRect = current_clip_rect;
}
}
// Scissoring. The values in clip_rect are x1, y1, x2, y2.
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
{
_ClipRectStack.push_back(clip_rect);
UpdateClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(GNullClipRect);
// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
//ImGuiState& g = *GImGui;
//PushClipRect(GetVisibleRect());
}
void ImDrawList::PopClipRect()
{
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back();
UpdateClipRect();
}
void ImDrawList::UpdateTextureID()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
AddDrawCmd();
else
current_cmd->TextureId = texture_id;
}
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);
@ -195,7 +258,6 @@ void ImDrawList::ChannelsSplit(int channels_count)
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.
// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
if (_ChannelsCount <= 1)
return;
@ -238,69 +300,6 @@ void ImDrawList::ChannelsSetCurrent(int idx)
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
}
void ImDrawList::UpdateClipRect()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
{
AddDrawCmd();
}
else
{
ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
CmdBuffer.pop_back();
else
current_cmd->ClipRect = current_clip_rect;
}
}
// Scissoring. The values in clip_rect are x1, y1, x2, y2.
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
{
_ClipRectStack.push_back(clip_rect);
UpdateClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(GNullClipRect);
// This would be more correct but we're not supposed to access ImGuiState from here?
//ImGuiState& g = *GImGui;
//PushClipRect(GetVisibleRect());
}
void ImDrawList::PopClipRect()
{
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back();
UpdateClipRect();
}
void ImDrawList::UpdateTextureID()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
AddDrawCmd();
else
current_cmd->TextureId = texture_id;
}
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();
}
// 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)
{
@ -357,7 +356,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
anti_aliased &= GImGui->Style.AntiAliasedLines;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
int count = points_count;
if (!closed)
@ -535,7 +534,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
{
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
anti_aliased &= GImGui->Style.AntiAliasedShapes;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
if (anti_aliased)
{
@ -786,6 +785,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
{
if ((col >> 24) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
@ -834,7 +834,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
// reserve vertices for worse case
// reserve vertices for worse case (over-reserving is useful and easily amortized)
const int char_count = (int)(text_end - text_begin);
const int vtx_count_max = char_count * 4;
const int idx_count_max = char_count * 6;
@ -853,7 +853,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
// give back unused vertices
// FIXME-OPT
// FIXME-OPT: clean this up
VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
@ -869,7 +869,8 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
{
if ((col >> 24) == 0)
return;
AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize(), pos, col, text_begin, 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)
@ -927,7 +928,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
}
//-----------------------------------------------------------------------------
// ImFontAtlias
// ImFontAtlas
//-----------------------------------------------------------------------------
ImFontConfig::ImFontConfig()
@ -971,14 +972,14 @@ void ImFontAtlas::ClearInputData()
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();
// 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()
@ -1010,7 +1011,7 @@ void ImFontAtlas::Clear()
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Lazily build
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
{
if (ConfigData.empty())
@ -1026,8 +1027,8 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Lazily convert to RGBA32 format
// Although it is likely to be the most commonly used format, our font rendering is 8 bpp
// 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;
@ -1073,7 +1074,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
return Fonts.back();
}
// Default font ttf is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
// 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();
@ -1116,7 +1117,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
}
// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
// 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();
@ -1183,6 +1184,7 @@ bool ImFontAtlas::Build()
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)
@ -1217,7 +1219,7 @@ bool ImFontAtlas::Build()
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 glyph sizes only)
// 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];
@ -1355,7 +1357,8 @@ bool ImFontAtlas::Build()
void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
{
// . = white layer, X = black layer, others are blank
// 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] =
@ -1411,35 +1414,36 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
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);
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);
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;
}
// 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;
}
}
}
@ -1603,7 +1607,7 @@ void ImFont::BuildLookupTable()
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (can arbitrary say that each string starts at "column 0"
// 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
@ -1783,7 +1787,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
}
// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
// Decode and advance source
const char* prev_s = s;
unsigned int c = (unsigned int)*s;
if (c < 0x80)
@ -1886,7 +1890,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
}
}
// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
{
@ -1925,7 +1929,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
// Clipping on Y is more likely
if (c != ' ' && c != '\t')
{
// We don't do a second finer clipping test on the Y axis (todo: do some measurement see if it is worth it, probably not)
// We don't do a second finer clipping test on the Y axis (TODO: do some measurement see if it is worth it, probably not)
float y1 = (float)(y + glyph->Y0 * scale);
float y2 = (float)(y + glyph->Y1 * scale);
@ -1939,7 +1943,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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
// 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)

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