ImFont: Added RenderChar() helper.
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imgui.h
1
imgui.h
@ -1324,6 +1324,7 @@ struct ImFont
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// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
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IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
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IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
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IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
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IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
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};
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@ -1940,6 +1940,22 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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return text_size;
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}
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void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
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{
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if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
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return;
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if (const Glyph* 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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ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
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ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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}
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void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, bool cpu_fine_clip) const
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{
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if (!text_end)
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@ -2034,11 +2050,11 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (c != ' ' && c != '\t')
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{
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// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
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float y1 = (float)(y + glyph->Y0 * scale);
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float y2 = (float)(y + glyph->Y1 * scale);
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float y1 = y + glyph->Y0 * scale;
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float y2 = y + glyph->Y1 * scale;
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float x1 = (float)(x + glyph->X0 * scale);
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float x2 = (float)(x + glyph->X1 * scale);
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float x1 = x + glyph->X0 * scale;
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float x2 = x + glyph->X1 * scale;
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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{
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// Render a character
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