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Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC. (cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
This commit is contained in:
parent
53278be61f
commit
714fe29d1a
36
imgui.cpp
36
imgui.cpp
@ -302,7 +302,7 @@ CODE
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- The examples/ folders contains many actual implementation of the pseudo-codes above.
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- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
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They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the
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rest of your application. In every cases you need to pass on the inputs to Dear ImGui.
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rest of your application. In every cases you need to pass on the inputs to Dear ImGui.
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- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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@ -605,7 +605,7 @@ CODE
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Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
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have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
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were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
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Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
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Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
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@ -2781,8 +2781,8 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
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//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
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window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
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window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
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window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
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window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
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window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
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//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
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@ -4121,7 +4121,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
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// Round
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text_size.x = (float)(int)(text_size.x + 0.95f);
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text_size.x = IM_FLOOR(text_size.x + 0.95f);
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return text_size;
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}
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@ -4763,8 +4763,8 @@ static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
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return window->ContentSize;
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ImVec2 sz;
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sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
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sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
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return sz;
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}
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@ -4875,8 +4875,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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bool ret_auto_fit = false;
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const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f);
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const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
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const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
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ImVec2 pos_target(FLT_MAX, FLT_MAX);
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@ -5184,7 +5184,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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if (flags & ImGuiWindowFlags_UnsavedDocument)
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{
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ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
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ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
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ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));
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RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
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}
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}
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@ -5524,7 +5524,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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int border_held = -1;
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ImU32 resize_grip_col[4] = {};
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const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
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const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
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if (!window->Collapsed)
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if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
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use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
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@ -5592,9 +5592,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
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window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
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else
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window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
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window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
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// SCROLLING
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@ -5988,8 +5988,8 @@ void ImGui::PushMultiItemsWidths(int components, float w_full)
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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const ImGuiStyle& style = g.Style;
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const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
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const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
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window->DC.ItemWidthStack.push_back(w_item_last);
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for (int i = 0; i < components-1; i++)
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window->DC.ItemWidthStack.push_back(w_item_one);
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@ -6020,7 +6020,7 @@ float ImGui::CalcItemWidth()
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float region_max_x = GetContentRegionMaxAbs().x;
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w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
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}
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w = (float)(int)w;
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w = IM_FLOOR(w);
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return w;
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}
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@ -7125,7 +7125,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
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window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x);
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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}
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@ -7135,7 +7135,7 @@ void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
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local_y -= decoration_up_height;
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window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
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window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y);
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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}
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@ -2069,7 +2069,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
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ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
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const float font_off_x = cfg.GlyphOffset.x;
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const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
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const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f);
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for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
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{
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@ -2080,7 +2080,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
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float char_off_x = font_off_x;
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if (char_advance_x_org != char_advance_x_mod)
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char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
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char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
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// Register glyph
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stbtt_aligned_quad q;
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@ -2591,7 +2591,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
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if (ConfigData->PixelSnapH)
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glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
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glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f);
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// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
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DirtyLookupTables = true;
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@ -2833,8 +2833,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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if (const ImFontGlyph* glyph = FindGlyph(c))
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{
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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@ -2846,8 +2846,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
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// Align to be pixel perfect
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pos.x = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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float x = pos.x;
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float y = pos.y;
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if (y > clip_rect.w)
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@ -144,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
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// Debug Logging
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#ifndef IMGUI_DEBUG_LOG
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@ -569,7 +570,7 @@ struct IMGUI_API ImRect
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void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
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void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
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bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
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};
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@ -808,7 +808,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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const bool horizontal = (axis == ImGuiAxis_X);
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ImRect bb = bb_frame;
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bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
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bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
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// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
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const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
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@ -851,7 +851,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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// Apply scroll
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// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
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const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
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*p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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*p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
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// Update values for rendering
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scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
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@ -1004,12 +1004,12 @@ bool ImGui::Checkbox(const char* label, bool* v)
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if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
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{
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// Undocumented tristate/mixed/indeterminate checkbox (#2644)
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ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f)));
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ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));
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window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
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}
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else if (*v)
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{
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const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
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const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
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RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
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}
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@ -1057,8 +1057,8 @@ bool ImGui::RadioButton(const char* label, bool active)
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return false;
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ImVec2 center = check_bb.GetCenter();
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center.x = (float)(int)center.x + 0.5f;
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center.y = (float)(int)center.y + 0.5f;
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center.x = IM_FLOOR(center.x + 0.5f);
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center.y = IM_FLOOR(center.y + 0.5f);
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const float radius = (square_sz - 1.0f) * 0.5f;
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bool hovered, held;
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@ -1070,7 +1070,7 @@ bool ImGui::RadioButton(const char* label, bool active)
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window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
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if (active)
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{
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const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
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const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
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window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
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}
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@ -4022,9 +4022,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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{
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const float scroll_increment_x = inner_size.x * 0.25f;
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if (cursor_offset.x < state->ScrollX)
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state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
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state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
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else if (cursor_offset.x - inner_size.x >= state->ScrollX)
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state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x);
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state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x);
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}
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else
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{
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@ -4072,7 +4072,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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else
|
||||
{
|
||||
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
|
||||
if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
|
||||
if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
|
||||
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
|
||||
rect.ClipWith(clip_rect);
|
||||
if (rect.Overlaps(clip_rect))
|
||||
@ -4239,8 +4239,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
|
||||
{
|
||||
// RGB/HSV 0..255 Sliders
|
||||
const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
|
||||
const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
|
||||
|
||||
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
|
||||
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
|
||||
@ -4515,7 +4515,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
|
||||
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
|
||||
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
|
||||
float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
|
||||
float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);
|
||||
|
||||
float backup_initial_col[4];
|
||||
memcpy(backup_initial_col, col, components * sizeof(float));
|
||||
@ -4795,13 +4795,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
|
||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
|
||||
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
||||
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
||||
sv_cursor_pos.x = ImClamp(IM_FLOOR(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
||||
sv_cursor_pos.y = ImClamp(IM_FLOOR(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
||||
|
||||
// Render Hue Bar
|
||||
for (int i = 0; i < 6; ++i)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
|
||||
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
|
||||
float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
@ -4819,7 +4819,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
|
||||
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
||||
float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
@ -4876,7 +4876,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
|
||||
bb_inner.Expand(off);
|
||||
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
|
||||
{
|
||||
float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
|
||||
float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
|
||||
RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
|
||||
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
|
||||
}
|
||||
@ -5228,8 +5228,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
{
|
||||
// Framed header expand a little outside the default padding, to the edge of InnerClipRect
|
||||
// (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
|
||||
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f);
|
||||
frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f);
|
||||
frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);
|
||||
frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);
|
||||
}
|
||||
|
||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing
|
||||
@ -5242,7 +5242,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
ImRect interact_bb = frame_bb;
|
||||
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
|
||||
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
|
||||
|
||||
|
||||
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
|
||||
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
||||
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
|
||||
@ -5521,8 +5521,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
|
||||
const float spacing_x = style.ItemSpacing.x;
|
||||
const float spacing_y = style.ItemSpacing.y;
|
||||
const float spacing_L = (float)(int)(spacing_x * 0.50f);
|
||||
const float spacing_U = (float)(int)(spacing_y * 0.50f);
|
||||
const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
|
||||
const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
|
||||
bb.Min.x -= spacing_L;
|
||||
bb.Min.y -= spacing_U;
|
||||
bb.Max.x += (spacing_x - spacing_L);
|
||||
@ -5972,7 +5972,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
|
||||
{
|
||||
if (i > 0 && NextWidths[i] > 0.0f)
|
||||
Width += Spacing;
|
||||
Pos[i] = (float)(int)Width;
|
||||
Pos[i] = IM_FLOOR(Width);
|
||||
Width += NextWidths[i];
|
||||
NextWidths[i] = 0.0f;
|
||||
}
|
||||
@ -6129,19 +6129,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
// Menu inside an horizontal menu bar
|
||||
// Selectable extend their highlight by half ItemSpacing in each direction.
|
||||
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
||||
popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
|
||||
float w = label_size.x;
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
// Menu inside a menu
|
||||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
|
||||
@ -6280,16 +6280,16 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
|
||||
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
|
||||
// Note that in this situation we render neither the shortcut neither the selected tick mark
|
||||
float w = label_size.x;
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
|
||||
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
|
||||
if (shortcut_size.x > 0.0f)
|
||||
@ -6583,7 +6583,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
// If we don't have enough room, resize down the largest tabs first
|
||||
ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
|
||||
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
|
||||
tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width;
|
||||
tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -6984,7 +6984,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
|
||||
// Layout
|
||||
size.x = tab->Width;
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f);
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImRect bb(pos, pos + size);
|
||||
|
||||
@ -7042,7 +7042,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents)
|
||||
{
|
||||
// Enlarge tab display when hovering
|
||||
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
|
||||
bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
|
||||
display_draw_list = GetForegroundDrawList(window);
|
||||
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
||||
}
|
||||
@ -7152,7 +7152,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
||||
if (flags & ImGuiTabItemFlags_UnsavedDocument)
|
||||
{
|
||||
text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
|
||||
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f));
|
||||
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f));
|
||||
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
|
||||
}
|
||||
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
|
||||
@ -7461,7 +7461,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
}
|
||||
|
||||
@ -7476,7 +7476,7 @@ void ImGui::NextColumn()
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
@ -7501,7 +7501,7 @@ void ImGui::NextColumn()
|
||||
columns->Current = 0;
|
||||
columns->LineMinY = columns->LineMaxY;
|
||||
}
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.y = columns->LineMinY;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = 0.0f;
|
||||
@ -7568,7 +7568,7 @@ void ImGui::EndColumns()
|
||||
|
||||
// Draw column
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
||||
const float xi = (float)(int)x;
|
||||
const float xi = IM_FLOOR(x);
|
||||
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
||||
}
|
||||
|
||||
@ -7588,7 +7588,7 @@ void ImGui::EndColumns()
|
||||
window->WorkRect = columns->HostWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
}
|
||||
|
||||
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
|
||||
|
@ -545,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
const float descent = src_tmp.Font.Info.Descender;
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_FLOOR(dst_font->Ascent + 0.5f);
|
||||
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
@ -572,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
||||
float char_off_x = font_off_x;
|
||||
if (char_advance_x_org != char_advance_x_mod)
|
||||
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
|
||||
// Register glyph
|
||||
float x0 = info.OffsetX + char_off_x;
|
||||
|
Loading…
Reference in New Issue
Block a user