3rdparty/imgui: Update to v1.91.0

This commit is contained in:
JordanTheToaster 2024-08-06 22:44:29 +01:00 committed by Ty
parent f2523bdf9f
commit 31026e420d
11 changed files with 6272 additions and 1910 deletions

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@ -21,10 +21,11 @@
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec( dllimport ) //#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@ -42,6 +43,7 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default io.PlatformOpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
@ -49,6 +51,9 @@
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience //---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H

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@ -41,7 +41,7 @@
// 1.13 (2019-02-07) fix bug in undo size management // 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual // 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.9 (2016-08-27) customizable move-by-word // 1.9 (2016-08-27) customizable move-by-word
// 1.8 (2016-04-02) better keyboard handling when mouse button is down // 1.8 (2016-04-02) better keyboard handling when mouse button is down
// 1.7 (2015-09-13) change y range handling in case baseline is non-0 // 1.7 (2015-09-13) change y range handling in case baseline is non-0

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@ -1,4 +1,4 @@
// dear imgui, v1.90.4 // dear imgui, v1.91.0
// (drawing and font code) // (drawing and font code)
/* /*
@ -8,6 +8,7 @@ Index of this file:
// [SECTION] STB libraries implementation // [SECTION] STB libraries implementation
// [SECTION] Style functions // [SECTION] Style functions
// [SECTION] ImDrawList // [SECTION] ImDrawList
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
// [SECTION] ImDrawListSplitter // [SECTION] ImDrawListSplitter
// [SECTION] ImDrawData // [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions // [SECTION] Helpers ShadeVertsXXX functions
@ -64,6 +65,7 @@ Index of this file:
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
@ -209,11 +211,13 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -223,6 +227,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
@ -269,11 +274,13 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -283,6 +290,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -330,11 +338,13 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -344,6 +354,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -383,6 +394,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
} }
// Initialize before use in a new frame. We always have a command ready in the buffer. // Initialize before use in a new frame. We always have a command ready in the buffer.
// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
void ImDrawList::_ResetForNewFrame() void ImDrawList::_ResetForNewFrame()
{ {
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
@ -1217,10 +1229,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
} }
} }
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
{ {
if (num_segments <= 0) if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
_Path.reserve(_Path.Size + (num_segments + 1)); _Path.reserve(_Path.Size + (num_segments + 1));
@ -1229,11 +1241,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float
for (int i = 0; i <= num_segments; i++) for (int i = 0; i <= num_segments; i++)
{ {
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y); ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
const float rel_x = (point.x * cos_rot) - (point.y * sin_rot); const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); point.x = rel.x + center.x;
point.x = rel_x + center.x; point.y = rel.y + center.y;
point.y = rel_y + center.y;
_Path.push_back(point); _Path.push_back(point);
} }
} }
@ -1558,31 +1569,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
} }
// Ellipse // Ellipse
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness); PathStroke(col, true, thickness);
} }
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathFillConvex(col); PathFillConvex(col);
} }
@ -1613,10 +1624,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
// Accept null ranges
if (text_begin == text_end || text_begin[0] == 0)
return;
if (text_end == NULL) if (text_end == NULL)
text_end = text_begin + strlen(text_begin); text_end = text_begin + strlen(text_begin);
if (text_begin == text_end)
return;
// Pull default font/size from the shared ImDrawListSharedData instance // Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL) if (font == NULL)
@ -1700,6 +1712,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
PopTextureID(); PopTextureID();
} }
//-----------------------------------------------------------------------------
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
//-----------------------------------------------------------------------------
// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
// Provided as a convenience for user but not used by main library.
//-----------------------------------------------------------------------------
// - ImTriangulator [Internal]
// - AddConcavePolyFilled()
//-----------------------------------------------------------------------------
enum ImTriangulatorNodeType
{
ImTriangulatorNodeType_Convex,
ImTriangulatorNodeType_Ear,
ImTriangulatorNodeType_Reflex
};
struct ImTriangulatorNode
{
ImTriangulatorNodeType Type;
int Index;
ImVec2 Pos;
ImTriangulatorNode* Next;
ImTriangulatorNode* Prev;
void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
};
struct ImTriangulatorNodeSpan
{
ImTriangulatorNode** Data = NULL;
int Size = 0;
void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
};
struct ImTriangulator
{
static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
void Init(const ImVec2* points, int points_count, void* scratch_buffer);
void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
// Internal functions
void BuildNodes(const ImVec2* points, int points_count);
void BuildReflexes();
void BuildEars();
void FlipNodeList();
bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
void ReclassifyNode(ImTriangulatorNode* node);
// Internal members
int _TrianglesLeft = 0;
ImTriangulatorNode* _Nodes = NULL;
ImTriangulatorNodeSpan _Ears;
ImTriangulatorNodeSpan _Reflexes;
};
// Distribute storage for nodes, ears and reflexes.
// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
// (this would require first building reflexes to bail to convex if empty, without even building nodes)
void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
{
IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
_TrianglesLeft = EstimateTriangleCount(points_count);
_Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
_Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
_Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
BuildNodes(points, points_count);
BuildReflexes();
BuildEars();
}
void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
{
for (int i = 0; i < points_count; i++)
{
_Nodes[i].Type = ImTriangulatorNodeType_Convex;
_Nodes[i].Index = i;
_Nodes[i].Pos = points[i];
_Nodes[i].Next = _Nodes + i + 1;
_Nodes[i].Prev = _Nodes + i - 1;
}
_Nodes[0].Prev = _Nodes + points_count - 1;
_Nodes[points_count - 1].Next = _Nodes;
}
void ImTriangulator::BuildReflexes()
{
ImTriangulatorNode* n1 = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
{
if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
continue;
n1->Type = ImTriangulatorNodeType_Reflex;
_Reflexes.push_back(n1);
}
}
void ImTriangulator::BuildEars()
{
ImTriangulatorNode* n1 = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
{
if (n1->Type != ImTriangulatorNodeType_Convex)
continue;
if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
continue;
n1->Type = ImTriangulatorNodeType_Ear;
_Ears.push_back(n1);
}
}
void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
{
if (_Ears.Size == 0)
{
FlipNodeList();
ImTriangulatorNode* node = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
node->Type = ImTriangulatorNodeType_Convex;
_Reflexes.Size = 0;
BuildReflexes();
BuildEars();
// If we still don't have ears, it means geometry is degenerated.
if (_Ears.Size == 0)
{
// Return first triangle available, mimicking the behavior of convex fill.
IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
_Ears.Data[0] = _Nodes;
_Ears.Size = 1;
}
}
ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
out_triangle[0] = ear->Prev->Index;
out_triangle[1] = ear->Index;
out_triangle[2] = ear->Next->Index;
ear->Unlink();
if (ear == _Nodes)
_Nodes = ear->Next;
ReclassifyNode(ear->Prev);
ReclassifyNode(ear->Next);
_TrianglesLeft--;
}
void ImTriangulator::FlipNodeList()
{
ImTriangulatorNode* prev = _Nodes;
ImTriangulatorNode* temp = _Nodes;
ImTriangulatorNode* current = _Nodes->Next;
prev->Next = prev;
prev->Prev = prev;
while (current != _Nodes)
{
temp = current->Next;
current->Next = prev;
prev->Prev = current;
_Nodes->Next = current;
current->Prev = _Nodes;
prev = current;
current = temp;
}
_Nodes = prev;
}
// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
{
ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
{
ImTriangulatorNode* reflex = *p;
if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
return false;
}
return true;
}
void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
{
// Classify node
ImTriangulatorNodeType type;
const ImTriangulatorNode* n0 = n1->Prev;
const ImTriangulatorNode* n2 = n1->Next;
if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
type = ImTriangulatorNodeType_Reflex;
else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
type = ImTriangulatorNodeType_Ear;
else
type = ImTriangulatorNodeType_Convex;
// Update lists when a type changes
if (type == n1->Type)
return;
if (n1->Type == ImTriangulatorNodeType_Reflex)
_Reflexes.find_erase_unsorted(n1->Index);
else if (n1->Type == ImTriangulatorNodeType_Ear)
_Ears.find_erase_unsorted(n1->Index);
if (type == ImTriangulatorNodeType_Reflex)
_Reflexes.push_back(n1);
else if (type == ImTriangulatorNodeType_Ear)
_Ears.push_back(n1);
n1->Type = type;
}
// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
// It is up to caller to ensure not making costly calls that will be outside of visible area.
// As concave fill is noticeably more expensive than other primitives, be mindful of this...
// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
ImTriangulator triangulator;
unsigned int triangle[3];
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2) * 3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
while (triangulator._TrianglesLeft > 0)
{
triangulator.GetNextTriangle(triangle);
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
_IdxWritePtr += 3;
}
// Compute normals
_Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2) * 3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
while (triangulator._TrianglesLeft > 0)
{
triangulator.GetNextTriangle(triangle);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter // [SECTION] ImDrawListSplitter
@ -2672,8 +2994,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
int unscaled_ascent, unscaled_descent, unscaled_line_gap; int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); const float ascent = ImCeil(unscaled_ascent * font_scale);
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale);
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x; const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
@ -3768,6 +4090,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{ {
x = start_x; x = start_x;
y += line_height; y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
word_wrap_eol = NULL; word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue; continue;

View File

@ -11,7 +11,7 @@
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. // 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. // 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas(). // 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. // 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
@ -357,7 +357,7 @@ namespace
case FT_PIXEL_MODE_BGRA: case FT_PIXEL_MODE_BGRA:
{ {
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
#define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f) #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u)
if (multiply_table == nullptr) if (multiply_table == nullptr)
{ {
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.4 // dear imgui, v1.91.0
// (tables and columns code) // (tables and columns code)
/* /*
@ -24,8 +24,9 @@ Index of this file:
*/ */
// Navigating this file: // Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Commentary // [SECTION] Commentary
@ -227,6 +228,7 @@ Index of this file:
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
@ -318,6 +320,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
IM_ASSERT(inner_width >= 0.0f); IM_ASSERT(inner_width >= 0.0f);
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
// FIXME: coarse clipping because access to table data causes two issues:
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
// The side-effects of accessing table data on coarse clip would be:
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
const ImVec2 avail_size = GetContentRegionAvail(); const ImVec2 avail_size = GetContentRegionAvail();
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
@ -326,6 +334,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
{ {
ItemSize(outer_rect); ItemSize(outer_rect);
ItemAdd(outer_rect, id);
return false; return false;
} }
@ -335,7 +344,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Acquire storage for the table // Acquire storage for the table
ImGuiTable* table = g.Tables.GetOrAddByKey(id); ImGuiTable* table = g.Tables.GetOrAddByKey(id);
const ImGuiTableFlags table_last_flags = table->Flags;
// Acquire temporary buffers // Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table); const int table_idx = g.Tables.GetIndex(table);
@ -353,6 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Initialize // Initialize
const int previous_frame_active = table->LastFrameActive; const int previous_frame_active = table->LastFrameActive;
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
const ImGuiTableFlags previous_flags = table->Flags;
table->ID = id; table->ID = id;
table->Flags = flags; table->Flags = flags;
table->LastFrameActive = g.FrameCount; table->LastFrameActive = g.FrameCount;
@ -399,12 +408,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
// Reset scroll if we are reactivating it // Reset scroll if we are reactivating it
if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
SetNextWindowScroll(ImVec2(0.0f, 0.0f)); SetNextWindowScroll(ImVec2(0.0f, 0.0f));
// Create scrolling region (without border and zero window padding) // Create scrolling region (without border and zero window padding)
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
table->InnerWindow = g.CurrentWindow; table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect; table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect(); table->OuterRect = table->InnerWindow->Rect();
@ -428,6 +437,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// For non-scrolling tables, WorkRect == OuterRect == InnerRect. // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
} }
// Push a standardized ID for both child-using and not-child-using tables // Push a standardized ID for both child-using and not-child-using tables
@ -498,6 +508,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->DeclColumnsCount = table->AngledHeadersCount = 0; table->DeclColumnsCount = table->AngledHeadersCount = 0;
if (previous_frame_active + 1 < g.FrameCount) if (previous_frame_active + 1 < g.FrameCount)
table->IsActiveIdInTable = false; table->IsActiveIdInTable = false;
table->AngledHeadersHeight = 0.0f;
temp_data->AngledHeadersExtraWidth = 0.0f; temp_data->AngledHeadersExtraWidth = 0.0f;
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
@ -511,7 +522,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
inner_window->DC.CurrentTableIdx = table_idx; inner_window->DC.CurrentTableIdx = table_idx;
if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
table->IsResetDisplayOrderRequest = true; table->IsResetDisplayOrderRequest = true;
// Mark as used to avoid GC // Mark as used to avoid GC
@ -1066,6 +1077,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
const float previous_instance_work_min_x = column->WorkMinX;
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
@ -1118,8 +1130,22 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
// Reset content width variables // Reset content width variables
column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; if (table->InstanceCurrent == 0)
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; {
column->ContentMaxXFrozen = column->WorkMinX;
column->ContentMaxXUnfrozen = column->WorkMinX;
column->ContentMaxXHeadersUsed = column->WorkMinX;
column->ContentMaxXHeadersIdeal = column->WorkMinX;
}
else
{
// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
column->ContentMaxXFrozen += offset_from_previous_instance;
column->ContentMaxXUnfrozen += offset_from_previous_instance;
column->ContentMaxXHeadersUsed += offset_from_previous_instance;
column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
}
// Don't decrement auto-fit counters until container window got a chance to submit its items // Don't decrement auto-fit counters until container window got a chance to submit its items
if (table->HostSkipItems == false) if (table->HostSkipItems == false)
@ -1238,9 +1264,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected. // Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++) for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@ -1415,7 +1441,7 @@ void ImGui::EndTable()
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
{ {
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
table->ResizedColumnNextWidth = new_width; table->ResizedColumnNextWidth = new_width;
} }
@ -1444,7 +1470,10 @@ void ImGui::EndTable()
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
if (inner_window != outer_window) if (inner_window != outer_window)
{ {
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
EndChild(); EndChild();
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
} }
else else
{ {
@ -1462,9 +1491,13 @@ void ImGui::EndTable()
} }
else if (temp_data->UserOuterSize.x <= 0.0f) else if (temp_data->UserOuterSize.x <= 0.0f)
{ {
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
} }
else else
{ {
@ -1472,9 +1505,9 @@ void ImGui::EndTable()
} }
if (temp_data->UserOuterSize.y <= 0.0f) if (temp_data->UserOuterSize.y <= 0.0f)
{ {
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
} }
else else
{ {
@ -1890,7 +1923,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
if (is_visible) if (is_visible)
{ {
// Update data for TableGetHoveredRow() // Update data for TableGetHoveredRow()
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2) if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
table_instance->HoveredRowNext = table->CurrentRow; table_instance->HoveredRowNext = table->CurrentRow;
// Decide of background color for the row // Decide of background color for the row
@ -1945,7 +1978,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
cell_bg_rect.ClipWith(table->BgClipRect); cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
} }
} }
@ -1962,34 +1996,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
// get the new cursor position. // get the new cursor position.
if (unfreeze_rows_request) if (unfreeze_rows_request)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect if (unfreeze_rows_actual)
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{ {
ImGuiTableColumn* column = &table->Columns[column_n]; IM_ASSERT(table->IsUnfrozenRows == false);
column->DrawChannelCurrent = column->DrawChannelUnfrozen; table->IsUnfrozenRows = true;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
}
} }
if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
@ -2766,7 +2803,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
{ {
IM_ASSERT(n < column->SortDirectionsAvailCount); IM_ASSERT(n < column->SortDirectionsAvailCount);
return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
} }
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
@ -2907,6 +2944,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
} }
// Write output // Write output
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
if (dirty && sort_specs != NULL) if (dirty && sort_specs != NULL)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
@ -2919,7 +2957,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
sort_spec->ColumnUserID = column->UserID; sort_spec->ColumnUserID = column->UserID;
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
sort_spec->SortDirection = column->SortDirection; sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
} }
table->SortSpecs.Specs = sort_specs; table->SortSpecs.Specs = sort_specs;
@ -2967,7 +3005,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
// The intent is that advanced users willing to create customized headers would not need to use this helper // The intent is that advanced users willing to create customized headers would not need to use this helper
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. // and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
@ -3153,15 +3191,43 @@ void ImGui::TableHeader(const char* label)
} }
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. // Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
// FIXME: No hit-testing/button on the angled header. // FIXME: No hit-testing/button on the angled header.
void ImGui::TableAngledHeadersRow() void ImGui::TableAngledHeadersRow()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f); ImGuiTable* table = g.CurrentTable;
ImGuiTableTempData* temp_data = table->TempData;
temp_data->AngledHeadersRequests.resize(0);
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
// Which column needs highlight?
const ImGuiID row_id = GetID("##AngledHeaders");
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
int highlight_column_n = table->HighlightColumnHeader;
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
highlight_column_n = table->HoveredColumnBody;
// Build up request
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
ImU32 col_text = GetColorU32(ImGuiCol_Text);
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
{
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
temp_data->AngledHeadersRequests.push_back(request);
}
// Render row
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
} }
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) // Important: data must be fed left to right
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable; ImGuiTable* table = g.CurrentTable;
@ -3185,7 +3251,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y); const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
table->AngledHeadersHeight = row_height; table->AngledHeadersHeight = row_height;
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
@ -3203,28 +3269,22 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
const ImGuiID row_id = GetID("##AngledHeaders");
ButtonBehavior(row_r, row_id, NULL, NULL); ButtonBehavior(row_r, row_id, NULL, NULL);
KeepAliveID(row_id); KeepAliveID(row_id);
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
int highlight_column_n = table->HighlightColumnHeader; const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
if (highlight_column_n == -1 && table->HoveredColumnBody != -1) const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
highlight_column_n = table->HoveredColumnBody;
// Draw background and labels in first pass, then all borders. // Draw background and labels in first pass, then all borders.
float max_x = 0.0f; float max_x = 0.0f;
ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
for (int pass = 0; pass < 2; pass++) for (int pass = 0; pass < 2; pass++)
for (int order_n = 0; order_n < table->ColumnsCount; order_n++) for (int order_n = 0; order_n < data_count; order_n++)
{ {
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) const ImGuiTableHeaderData* request = &data[order_n];
continue; const int column_n = request->Index;
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImVec2 bg_shape[4]; ImVec2 bg_shape[4];
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
@ -3234,9 +3294,8 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
if (pass == 0) if (pass == 0)
{ {
// Draw shape // Draw shape
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
if (column_n == highlight_column_n) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
max_x = ImMax(max_x, bg_shape[3].x); max_x = ImMax(max_x, bg_shape[3].x);
// Draw label // Draw label
@ -3244,8 +3303,17 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
const char* label_name = TableGetColumnName(table, column_n); const char* label_name = TableGetColumnName(table, column_n);
const char* label_name_end = FindRenderedTextEnd(label_name); const char* label_name_end = FindRenderedTextEnd(label_name);
const float line_off_step_x = g.FontSize / -sin_a; const float line_off_step_x = (g.FontSize / -sin_a);
float line_off_curr_x = 0.0f; const int label_lines = ImTextCountLines(label_name, label_name_end);
// Left<>Right alignment
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
// Register header width
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
while (label_name < label_name_end) while (label_name < label_name_end)
{ {
const char* label_name_eol = strchr(label_name, '\n'); const char* label_name_eol = strchr(label_name, '\n');
@ -3254,26 +3322,30 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// FIXME: Individual line clipping for right-most column is broken for negative angles. // FIXME: Individual line clipping for right-most column is broken for negative angles.
ImVec2 label_size = CalcTextSize(label_name, label_name_eol); ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text. float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
int vtx_idx_begin = draw_list->_VtxCurrentIdx; int vtx_idx_begin = draw_list->_VtxCurrentIdx;
PushStyleColor(ImGuiCol_Text, request->TextColor);
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
PopStyleColor();
int vtx_idx_end = draw_list->_VtxCurrentIdx; int vtx_idx_end = draw_list->_VtxCurrentIdx;
// Up<>Down alignment
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
// Rotate and offset label // Rotate and offset label
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y); ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
line_off_curr_x += line_off_step_x; line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
pivot_out += unit_right * padding.y; pivot_out += unit_right * padding.y;
if (flip_label) if (flip_label)
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x; pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
// Register header width
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x);
label_name = label_name_eol + 1; label_name = label_name_eol + 1;
} }
} }
@ -3402,7 +3474,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
Separator(); Separator();
want_separator = true; want_separator = true;
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{ {
ImGuiTableColumn* other_column = &table->Columns[other_column_n]; ImGuiTableColumn* other_column = &table->Columns[other_column_n];
@ -3988,7 +4060,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
return offset / (columns->OffMaxX - columns->OffMinX); return offset / (columns->OffMaxX - columns->OffMinX);
} }
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
{ {
@ -3999,7 +4071,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
@ -4314,7 +4386,7 @@ void ImGui::EndColumns()
ImGuiOldColumnData* column = &columns->Columns[n]; ImGuiOldColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n); float x = window->Pos.x + GetColumnOffset(n);
const ImGuiID column_id = columns->ID + ImGuiID(n); const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
continue; continue;

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@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
// If skip != 0, this tells stb_truetype to skip any codepoints for which // If skip != 0, this tells stb_truetype to skip any codepoints for which
// there is no corresponding glyph. If skip=0, which is the default, then // there is no corresponding glyph. If skip=0, which is the default, then
// codepoints without a glyph recived the font's "missing character" glyph, // codepoints without a glyph received the font's "missing character" glyph,
// typically an empty box by convention. // typically an empty box by convention.
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above