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ImGuiOverlays: Fix input overlay glyph clipping
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@ -276,9 +276,10 @@ void ImGuiManager::RenderTextOverlays()
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if (state != System::State::Shutdown)
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{
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const float scale = ImGuiManager::GetGlobalScale();
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const float margin = std::ceil(ImGuiManager::GetScreenMargin() * scale);
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const float spacing = std::ceil(5.0f * scale);
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float position_y = margin;
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const float f_margin = ImGuiManager::GetScreenMargin() * scale;
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const float margin = ImCeil(ImGuiManager::GetScreenMargin() * scale);
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const float spacing = ImCeil(5.0f * scale);
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float position_y = ImFloor(f_margin);
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DrawPerformanceOverlay(position_y, scale, margin, spacing);
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DrawFrameTimeOverlay(position_y, scale, margin, spacing);
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DrawMediaCaptureOverlay(position_y, scale, margin, spacing);
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@ -593,8 +594,8 @@ void ImGuiManager::DrawMediaCaptureOverlay(float& position_y, float scale, float
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-1.0f, text_msg.c_str(), text_msg.end_ptr(), nullptr);
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const float box_margin = 5.0f * scale;
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const ImVec2 box_size = ImVec2(icon_size.x + shadow_offset + text_size.x + box_margin * 2.0f,
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std::max(icon_size.x, text_size.y) + box_margin * 2.0f);
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const ImVec2 box_size = ImVec2(ImCeil(icon_size.x + shadow_offset + text_size.x + box_margin * 2.0f),
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ImCeil(std::max(icon_size.x, text_size.y) + box_margin * 2.0f));
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const ImVec2 box_pos = ImVec2(ImGui::GetIO().DisplaySize.x - margin - box_size.x, position_y);
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dl->AddRectFilled(box_pos, box_pos + box_size, IM_COL32(0, 0, 0, 64), box_margin);
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@ -620,7 +621,7 @@ void ImGuiManager::DrawFrameTimeOverlay(float& position_y, float scale, float ma
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const float shadow_offset = std::ceil(1.0f * scale);
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ImFont* fixed_font = ImGuiManager::GetFixedFont();
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const ImVec2 history_size(200.0f * scale, 50.0f * scale);
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const ImVec2 history_size(ImCeil(200.0f * scale), ImCeil(50.0f * scale));
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ImGui::SetNextWindowSize(ImVec2(history_size.x, history_size.y));
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ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - margin - history_size.x, position_y));
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.25f));
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@ -685,9 +686,9 @@ void ImGuiManager::DrawFrameTimeOverlay(float& position_y, float scale, float ma
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void ImGuiManager::DrawInputsOverlay()
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{
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const float scale = ImGuiManager::GetGlobalScale();
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const float shadow_offset = 1.0f * scale;
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const float shadow_offset = ImCeil(1.0f * scale);
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const float margin = ImGuiManager::GetScreenMargin() * scale;
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const float spacing = 5.0f * scale;
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const float spacing = ImCeil(5.0f * scale);
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ImFont* font = ImGuiManager::GetOSDFont();
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static constexpr u32 text_color = IM_COL32(0xff, 0xff, 0xff, 255);
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@ -703,10 +704,14 @@ void ImGuiManager::DrawInputsOverlay()
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num_ports++;
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}
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float current_x = margin;
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float current_y = display_size.y - margin - ((static_cast<float>(num_ports) * (font->FontSize + spacing)) - spacing);
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float current_x = ImFloor(margin);
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float current_y =
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ImFloor(display_size.y - margin - ((static_cast<float>(num_ports) * (font->FontSize + spacing)) - spacing));
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const ImVec4 clip_rect(current_x, current_y, display_size.x - margin, display_size.y - margin);
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// This is a bit of a pain. Some of the glyphs slightly overhang/overshoot past the baseline, resulting
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// in the glyphs getting clipped if we use the text height/margin as a clip point. Instead, just clamp it
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// to the display size, the margin should be enough to allow for overshooting.
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const ImVec4 clip_rect(current_x, current_y, display_size.x - margin, display_size.y);
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SmallString text;
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