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@@ -3451,11 +3451,10 @@ void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, in
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static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas, bool add_and_draw)
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{
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- ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
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-
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// Pack and store identifier so we can refresh UV coordinates on texture resize.
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// FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
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ImFontAtlasBuilder* builder = atlas->Builder;
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+ ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
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if (add_and_draw)
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builder->PackIdMouseCursors = ImFontAtlasPackAddRect(atlas, pack_size.x, pack_size.y);
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@@ -3480,8 +3479,10 @@ static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas, bool add_and_
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ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.');
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ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X');
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}
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+ ImFontAtlasTextureBlockQueueUpload(atlas, atlas->TexData, r.x, r.y, r.w, r.h);
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}
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- ImFontAtlasTextureBlockQueueUpload(atlas, atlas->TexData, r.x, r.y, r.w, r.h);
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+
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+ // Refresh UV coordinates
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atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
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}
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@@ -3490,71 +3491,64 @@ static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas, bool add_and_
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if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
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return;
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- ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
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-
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// Pack and store identifier so we can refresh UV coordinates on texture resize.
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+ ImTextureData* tex = atlas->TexData;
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ImFontAtlasBuilder* builder = atlas->Builder;
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+ ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
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if (add_and_draw)
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builder->PackIdLinesTexData = ImFontAtlasPackAddRect(atlas, pack_size.x, pack_size.y);
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if (builder->PackIdLinesTexData == ImFontAtlasRectId_Invalid)
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return;
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+
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ImFontAtlasRect r;
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atlas->GetCustomRect(builder->PackIdLinesTexData, &r);
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// Register texture region for thick lines
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// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
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// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
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- ImTextureData* tex = atlas->TexData;
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for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
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{
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// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
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- int y = n;
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- int line_width = n;
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- int pad_left = (r.w - line_width) / 2;
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- int pad_right = r.w - (pad_left + line_width);
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+ const int y = n;
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+ const int line_width = n;
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+ const int pad_left = (r.w - line_width) / 2;
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+ const int pad_right = r.w - (pad_left + line_width);
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+ IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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// Write each slice
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- IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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- if (add_and_draw)
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+ if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
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{
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- switch (tex->Format)
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- {
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- case ImTextureFormat_Alpha8:
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- {
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- ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
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- for (int i = 0; i < pad_left; i++)
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- *(write_ptr + i) = 0x00;
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+ ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
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+ for (int i = 0; i < pad_left; i++)
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+ *(write_ptr + i) = 0x00;
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- for (int i = 0; i < line_width; i++)
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- *(write_ptr + pad_left + i) = 0xFF;
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+ for (int i = 0; i < line_width; i++)
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+ *(write_ptr + pad_left + i) = 0xFF;
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- for (int i = 0; i < pad_right; i++)
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- *(write_ptr + pad_left + line_width + i) = 0x00;
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- break;
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- }
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- case ImTextureFormat_RGBA32:
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- {
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- ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
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- for (int i = 0; i < pad_left; i++)
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- *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
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+ for (int i = 0; i < pad_right; i++)
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+ *(write_ptr + pad_left + line_width + i) = 0x00;
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+ }
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+ else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
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+ {
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+ ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
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+ for (int i = 0; i < pad_left; i++)
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+ *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
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- for (int i = 0; i < line_width; i++)
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- *(write_ptr + pad_left + i) = IM_COL32_WHITE;
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+ for (int i = 0; i < line_width; i++)
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+ *(write_ptr + pad_left + i) = IM_COL32_WHITE;
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- for (int i = 0; i < pad_right; i++)
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- *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
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- break;
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- }
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- }
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+ for (int i = 0; i < pad_right; i++)
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+ *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
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}
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- // Calculate UVs for this line
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+ // Refresh UV coordinates
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ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
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ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
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float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
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atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
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}
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- ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h);
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+ if (add_and_draw)
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+ ImFontAtlasTextureBlockQueueUpload(atlas, tex, r.x, r.y, r.w, r.h);
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}
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//-----------------------------------------------------------------------------------------------------------------------------
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