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Merge branch 'master' into docking

This commit is contained in:
ocornut 2025-04-16 20:31:18 +02:00
commit 88d2df24be
18 changed files with 361 additions and 57 deletions

View file

@ -4119,7 +4119,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c)
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip)
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
@ -4129,8 +4129,31 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x))
return;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// Always CPU fine clip. Code extracted from RenderText().
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip != NULL)
{
if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; }
if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; }
if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; }
if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; }
if (y1 >= y2)
return;
}
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.