ImFont: IndexLookup stores short instead of int, so typical ascii-set lookup fits in 256 bytes
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imgui.h
2
imgui.h
@ -1300,7 +1300,7 @@ struct ImFont
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ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
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ImVector<Glyph> Glyphs; // // All glyphs.
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ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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ImVector<int> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
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ImVector<short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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float FallbackXAdvance; // == FallbackGlyph->XAdvance
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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@ -1675,6 +1675,7 @@ void ImFont::BuildLookupTable()
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for (int i = 0; i != Glyphs.Size; i++)
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max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
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IM_ASSERT(Glyphs.Size < 32*1024);
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IndexXAdvance.clear();
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IndexXAdvance.resize(max_codepoint + 1);
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IndexLookup.clear();
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@ -1682,13 +1683,13 @@ void ImFont::BuildLookupTable()
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for (int i = 0; i < max_codepoint + 1; i++)
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{
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IndexXAdvance[i] = -1.0f;
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IndexLookup[i] = -1;
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IndexLookup[i] = (short)-1;
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}
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for (int i = 0; i < Glyphs.Size; i++)
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{
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int codepoint = (int)Glyphs[i].Codepoint;
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IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
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IndexLookup[codepoint] = i;
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IndexLookup[codepoint] = (short)i;
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}
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// Create a glyph to handle TAB
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@ -1702,7 +1703,7 @@ void ImFont::BuildLookupTable()
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tab_glyph.Codepoint = '\t';
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tab_glyph.XAdvance *= 4;
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IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
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IndexLookup[(int)tab_glyph.Codepoint] = (int)(Glyphs.Size-1);
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IndexLookup[(int)tab_glyph.Codepoint] = (short)(Glyphs.Size-1);
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}
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FallbackGlyph = NULL;
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@ -1723,7 +1724,7 @@ const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
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{
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if (c < IndexLookup.Size)
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{
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const int i = IndexLookup[c];
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const short i = IndexLookup[c];
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if (i != -1)
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return &Glyphs.Data[i];
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}
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