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ImFont::RenderText() better vertical clipping for large amount of text (for #200)
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parent
324b1c2a28
commit
84987ac3e0
135
imgui.cpp
135
imgui.cpp
@ -10023,21 +10023,25 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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const float scale = size / FontSize;
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const float line_height = FontSize * scale;
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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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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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return;
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const float scale = size / FontSize;
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const float line_height = FontSize * scale;
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const bool word_wrap_enabled = (wrap_width > 0.0f);
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const char* word_wrap_eol = NULL;
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ImDrawVert* out_vertices = draw_list->vtx_write;
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const char* s = text_begin;
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if (!word_wrap_enabled && y + line_height < clip_rect.y)
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while (s < text_end && *s != '\n') // Fast-forward to next line
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s++;
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while (s < text_end)
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{
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if (word_wrap_enabled)
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@ -10085,6 +10089,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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{
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x = pos.x;
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y += line_height;
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if (y > clip_rect.w)
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break;
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if (!word_wrap_enabled && y + line_height < clip_rect.y)
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while (s < text_end && *s != '\n') // Fast-forward to next line
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s++;
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continue;
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}
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if (c == '\r')
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@ -10095,78 +10106,70 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (const Glyph* glyph = FindGlyph((unsigned short)c))
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{
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char_width = glyph->XAdvance * scale;
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// Clipping on Y is more likely
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if (c != ' ' && c != '\t')
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{
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// Clipping on Y is more likely
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// We don't do a second finer clipping test on the Y axis (todo: do some measurement see if it is worth it, probably not)
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float y1 = (float)(y + glyph->YOffset * scale);
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if (y1 > clip_rect.w)
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break;
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float y2 = (float)(y1 + glyph->Height * scale);
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if (y2 < clip_rect.y)
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float x1 = (float)(x + glyph->XOffset * scale);
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float x2 = (float)(x1 + glyph->Width * scale);
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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{
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// Fast-forward until next line
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char_width = 0.0f;
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while (s < text_end && *s != '\n') s++;
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}
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else
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{
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float x1 = (float)(x + glyph->XOffset * scale);
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float x2 = (float)(x1 + glyph->Width * scale);
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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// Render a character
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float u1 = glyph->U0;
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float v1 = glyph->V0;
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads
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if (cpu_fine_clip)
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{
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// Render a character
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float u1 = glyph->U0;
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float v1 = glyph->V0;
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads
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if (cpu_fine_clip)
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if (x1 < clip_rect.x)
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{
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if (x1 < clip_rect.x)
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{
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u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
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x1 = clip_rect.x;
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}
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if (y1 < clip_rect.y)
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{
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v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
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y1 = clip_rect.y;
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}
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if (x2 > clip_rect.z)
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{
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u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
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x2 = clip_rect.z;
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}
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if (y2 > clip_rect.w)
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{
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v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
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y2 = clip_rect.w;
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}
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u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
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x1 = clip_rect.x;
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}
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if (y1 < clip_rect.y)
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{
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v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
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y1 = clip_rect.y;
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}
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if (x2 > clip_rect.z)
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{
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u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
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x2 = clip_rect.z;
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}
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if (y2 > clip_rect.w)
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{
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v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
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y2 = clip_rect.w;
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}
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// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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out_vertices[0].pos = ImVec2(x1, y1);
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out_vertices[0].uv = ImVec2(u1, v1);
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out_vertices[0].col = col;
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out_vertices[1].pos = ImVec2(x2, y1);
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out_vertices[1].uv = ImVec2(u2, v1);
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out_vertices[1].col = col;
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out_vertices[2].pos = ImVec2(x2, y2);
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out_vertices[2].uv = ImVec2(u2, v2);
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out_vertices[2].col = col;
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out_vertices[3] = out_vertices[0];
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out_vertices[4] = out_vertices[2];
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out_vertices[5].pos = ImVec2(x1, y2);
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out_vertices[5].uv = ImVec2(u1, v2);
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out_vertices[5].col = col;
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out_vertices += 6;
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}
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// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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out_vertices[0].pos = ImVec2(x1, y1);
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out_vertices[0].uv = ImVec2(u1, v1);
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out_vertices[0].col = col;
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out_vertices[1].pos = ImVec2(x2, y1);
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out_vertices[1].uv = ImVec2(u2, v1);
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out_vertices[1].col = col;
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out_vertices[2].pos = ImVec2(x2, y2);
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out_vertices[2].uv = ImVec2(u2, v2);
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out_vertices[2].col = col;
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out_vertices[3] = out_vertices[0];
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out_vertices[4] = out_vertices[2];
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out_vertices[5].pos = ImVec2(x1, y2);
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out_vertices[5].uv = ImVec2(u1, v2);
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out_vertices[5].col = col;
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out_vertices += 6;
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}
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}
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}
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