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imgui_draw.cpp
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imgui_draw.cpp
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// dear imgui, v1.78 WIP
// (drawing and font code)
/*
Index of this file:
// [SECTION] STB libraries implementation
// [SECTION] Style functions
// [SECTION] ImDrawList
// [SECTION] ImDrawListSplitter
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
#if !defined(alloca)
#define alloca _alloca // for clang with MS Codegen
#endif
#else
#include <stdlib.h> // alloca
#endif
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
//-------------------------------------------------------------------------
// Compile time options:
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
#endif
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_SORT ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "imstb_rectpack.h"
#endif
#endif
#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
#define STBTT_fmod(x,y) ImFmod(x,y)
#define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y)
#define STBTT_fabs(x) ImFabs(x)
#define STBTT_ifloor(x) ((int)ImFloorStd(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#ifdef IMGUI_STB_TRUETYPE_FILENAME
#include IMGUI_STB_TRUETYPE_FILENAME
#else
#include "imstb_truetype.h"
#endif
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#if defined(_MSC_VER)
#pragma warning (pop)
#endif
#ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif
//-----------------------------------------------------------------------------
// [SECTION] Style functions
//-----------------------------------------------------------------------------
void ImGui::StyleColorsDark(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
}
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
//-----------------------------------------------------------------------------
// ImDrawList
//-----------------------------------------------------------------------------
ImDrawListSharedData::ImDrawListSharedData()
{
Font = NULL;
FontSize = 0.0f;
CurveTessellationTol = 0.0f;
CircleSegmentMaxError = 0.0f;
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
InitialFlags = ImDrawListFlags_None;
// Lookup tables
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
TexUvLines = NULL;
}
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = i + 1.0f;
const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);
CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
}
}
// Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data->InitialFlags;
memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
}
void ImDrawList::_ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
}
ImDrawList* ImDrawList::CloneOutput() const
{
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
dst->CmdBuffer = CmdBuffer;
dst->IdxBuffer = IdxBuffer;
dst->VtxBuffer = VtxBuffer;
dst->Flags = Flags;
return dst;
}
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
if (CmdBuffer.Size == 0)
return;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::_OnChangedClipRect()
{
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
void ImDrawList::_OnChangedTextureID()
{
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
}
cr.z = ImMax(cr.x, cr.z);
cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr);
_CmdHeader.ClipRect = cr;
_OnChangedClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}
void ImDrawList::PopClipRect()
{
_ClipRectStack.pop_back();
_CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
}
void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
void ImDrawList::PopTextureID()
{
_TextureIdStack.pop_back();
_CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
// FIXME: In theory we should be testing that vtx_count <64k here.
// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
// to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
_CmdHeader.VtxOffset = VtxBuffer.Size;
_OnChangedVtxOffset();
}
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
int idx_buffer_old_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_old_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
{
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
{
if (points_count < 2)
return;
const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > 1.0f);
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
// Thicknesses <1.0 should behave like thickness 1.0
thickness = ImMax(thickness, 1.0f);
const int integer_thickness = (int)thickness;
const float fractional_thickness = thickness - integer_thickness;
// Do we want to draw this line using a texture?
// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
// - If AA_SIZE is not 1.0f we cannot use the texture path.
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f);
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
PrimReserve(idx_count, vtx_count);
// Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630
ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
float dx = points[i2].x - points[i1].x;
float dy = points[i2].y - points[i1].y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i1].x = dy;
temp_normals[i1].y = -dx;
}
if (!closed)
temp_normals[points_count - 1] = temp_normals[points_count - 2];
// If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
if (use_texture || !thick_line)
{
// [PATH 1] Texture-based lines (thick or non-thick)
// [PATH 2] Non texture-based lines (non-thick)
// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA.
// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
// allow scaling geometry while preserving one-screen-pixel AA fringe).
const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
// Add temporary vertexes for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
out_vtx[1].x = points[i2].x - dm_x;
out_vtx[1].y = points[i2].y - dm_y;
if (use_texture)
{
// Add indices for two triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
_IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
_IdxWritePtr += 6;
}
else
{
// Add indexes for four triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
_IdxWritePtr += 12;
}
idx1 = idx2;
}
// Add vertexes for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
if (fractional_thickness != 0.0f)
{
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
}
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
_VtxWritePtr += 2;
}
}
else
{
// If we're not using a texture, we need the center vertex as well
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
_VtxWritePtr += 3;
}
}
}
else
{
// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
const int points_last = points_count - 1;
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertices
ImVec2* out_vtx = &temp_points[i2 * 4];
out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y;
out_vtx[1].x = points[i2].x + dm_in_x;
out_vtx[1].y = points[i2].y + dm_in_y;
out_vtx[2].x = points[i2].x - dm_in_x;
out_vtx[2].y = points[i2].y - dm_in_y;
out_vtx[3].x = points[i2].x - dm_out_x;
out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr += 18;
idx1 = idx2;
}
// Add vertices
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4;
}
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// [PATH 4] Non texture-based, Non anti-aliased lines
const int idx_count = count * 6;
const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
PrimReserve(idx_count, vtx_count);
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
dx *= (thickness * 0.5f);
dy *= (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2)*3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
_IdxWritePtr += 3;
}
// Compute normals
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2)*3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}