@ -88,8 +88,8 @@
}
- if text or lines are blurry when integrating ImGui in your engine :
- try adjusting ImGui : : GetIO ( ) . PixelCenterOffset to 0.0f or 0.5f
- in your Render function , try translating your projection matrix by ( 0.5f , 0.5f ) or ( 0.375f , 0.375f )
- try adjusting ImGui : : GetIO ( ) . PixelCenterOffset to 0.5f or 0.375f
- some widgets carry state and requires an unique ID to do so .
- unique ID are typically derived from a string label , an indice or a pointer .
@ -280,7 +280,7 @@ ImGuiIO::ImGuiIO()
LogFilename = " imgui_log.txt " ;
Font = NULL ;
FontAllowScaling = false ;
PixelCenterOffset = 0.5 f ;
PixelCenterOffset = 0.0 f ;
MousePos = ImVec2 ( - 1 , - 1 ) ;
MousePosPrev = ImVec2 ( - 1 , - 1 ) ;
MouseDoubleClickTime = 0.30f ;
@ -1560,8 +1560,10 @@ static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border,
window - > DrawList - > AddRectFilled ( p_min , p_max , fill_col , rounding ) ;
if ( border & & ( window - > Flags & ImGuiWindowFlags_ShowBorders ) )
{
window - > DrawList - > AddRect ( p_min + ImVec2 ( 1 , 1 ) , p_max + ImVec2 ( 1 , 1 ) , window - > Color ( ImGuiCol_BorderShadow ) , rounding ) ;
window - > DrawList - > AddRect ( p_min , p_max , window - > Color ( ImGuiCol_Border ) , rounding ) ;
// FIXME: I have no idea how this is working correctly but it is the best I've found that works on multiple rendering
const float offset = GImGui . IO . PixelCenterOffset ;
window - > DrawList - > AddRect ( p_min + ImVec2 ( 1.5f - offset , 1.5f - offset ) , p_max + ImVec2 ( 1.0f - offset * 2 , 1.0f - offset * 2 ) , window - > Color ( ImGuiCol_BorderShadow ) , rounding ) ;
window - > DrawList - > AddRect ( p_min + ImVec2 ( 0.5f - offset , 0.5f - offset ) , p_max + ImVec2 ( 0.0f - offset * 2 , 0.0f - offset * 2 ) , window - > Color ( ImGuiCol_Border ) , rounding ) ;
}
}
@ -2768,20 +2770,21 @@ static bool CloseWindowButton(bool* open)
const ImGuiID id = window - > GetID ( " ##CLOSE " ) ;
const float size = window - > TitleBarHeight ( ) - 4.0f ;
const ImGuiAabb bb ( window - > Aabb ( ) . GetTR ( ) + ImVec2 ( - 2 .0f- size , 2.0f ) , window - > Aabb ( ) . GetTR ( ) + ImVec2 ( - 2 .0f, 2.0f + size ) ) ;
const ImGuiAabb bb ( window - > Aabb ( ) . GetTR ( ) + ImVec2 ( - 3 .0f- size , 2.0f ) , window - > Aabb ( ) . GetTR ( ) + ImVec2 ( - 3 .0f, 2.0f + size ) ) ;
bool hovered , held ;
bool pressed = ButtonBehaviour ( bb , id , & hovered , & held , true ) ;
// Render
const ImU32 col = window - > Color ( ( held & & hovered ) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton ) ;
window - > DrawList - > AddCircleFilled ( bb . GetCenter ( ) , ImMax ( 2.0f , size * 0.5f - 2.0f ) , col , 16 ) ;
const ImVec2 center = bb . GetCenter ( ) ;
window - > DrawList - > AddCircleFilled ( center , ImMax ( 2.0f , size * 0.5f ) , col , 16 ) ;
const float cross_padding = 4 .0f ;
if ( hovered & & bb . GetWidth ( ) > = ( cross_padding + 1 ) * 2 & & bb . GetHeight ( ) > = ( cross_padding + 1 ) * 2 )
const float cross_extent = ( size * 0.5f * 0.7071f ) - 1 .0f ;
if ( hovered )
{
window - > DrawList - > AddLine ( bb . GetTL ( ) + ImVec2 ( + cross_padding , + cross_padding ) , bb . GetBR ( ) + ImVec2 ( - cross_padding , - cross_padding ) , window - > Color ( ImGuiCol_Text ) ) ;
window - > DrawList - > AddLine ( bb . GetBL ( ) + ImVec2 ( + cross_padding , - cross_padding ) , bb . GetTR ( ) + ImVec2 ( - cross_padding , + cross_padding ) , window - > Color ( ImGuiCol_Text ) ) ;
window - > DrawList - > AddLine ( center + ImVec2 ( + cross_extent , + cross_extent ) , center + ImVec2 ( - cross_extent , - cross_extent ) , window - > Color ( ImGuiCol_Text ) ) ;
window - > DrawList - > AddLine ( center + ImVec2 ( + cross_extent , - cross_extent ) , center + ImVec2 ( - cross_extent , + cross_extent ) , window - > Color ( ImGuiCol_Text ) ) ;
}
if ( open ! = NULL & & pressed )
@ -4815,16 +4818,18 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
void ImDrawList : : AddVtxLine ( const ImVec2 & a , const ImVec2 & b , ImU32 col )
{
const ImVec2 n = ( b - a ) / ImLength ( b - a ) ;
const ImVec2 hn = ImVec2 ( n . y , - n . x ) * 0.5f ;
AddVtx ( a - hn , col ) ;
AddVtx ( b - hn , col ) ;
AddVtx ( a + hn , col ) ;
const float offset = GImGui . IO . PixelCenterOffset ;
const ImVec2 hn = ( b - a ) * ( 0.50f / ImLength ( b - a ) ) ; // half normal
const ImVec2 hp0 = ImVec2 ( offset - hn . y , offset + hn . x ) ; // half perpendiculars + user offset
const ImVec2 hp1 = ImVec2 ( offset + hn . y , offset - hn . x ) ;
AddVtx ( b - hn , col ) ;
AddVtx ( b + hn , col ) ;
AddVtx ( a + hn , col ) ;
// Two triangles makes up one line. Using triangles allows us to make draw calls.
AddVtx ( a + hp0 , col ) ;
AddVtx ( b + hp0 , col ) ;
AddVtx ( a + hp1 , col ) ;
AddVtx ( b + hp0 , col ) ;
AddVtx ( b + hp1 , col ) ;
AddVtx ( a + hp1 , col ) ;
}
void ImDrawList : : AddLine ( const ImVec2 & a , const ImVec2 & b , ImU32 col )
@ -4966,10 +4971,12 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
if ( ( col > > 24 ) = = 0 )
return ;
const ImVec2 offset ( GImGui . IO . PixelCenterOffset , GImGui . IO . PixelCenterOffset ) ;
ReserveVertices ( 3 ) ;
AddVtx ( a , col ) ;
AddVtx ( b , col ) ;
AddVtx ( c , col ) ;
AddVtx ( a + offset , col ) ;
AddVtx ( b + offset , col ) ;
AddVtx ( c + offset , col ) ;
}
void ImDrawList : : AddCircle ( const ImVec2 & centre , float radius , ImU32 col , int num_segments )
@ -4977,13 +4984,15 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu
if ( ( col > > 24 ) = = 0 )
return ;
const ImVec2 offset ( GImGui . IO . PixelCenterOffset , GImGui . IO . PixelCenterOffset ) ;
ReserveVertices ( ( unsigned int ) num_segments * 6 ) ;
const float a_step = 2 * PI / ( float ) num_segments ;
float a0 = 0.0f ;
for ( int i = 0 ; i < num_segments ; i + + )
{
const float a1 = ( i + 1 ) = = num_segments ? 0.0f : a0 + a_step ;
AddVtxLine ( centre + ImVec2 ( cos ( a0 ) , sin ( a0 ) ) * radius , centre + ImVec2 ( cos ( a1 ) , sin ( a1 ) ) * radius , col ) ;
AddVtxLine ( centre + offset + ImVec2 ( cos ( a0 ) , sin ( a0 ) ) * radius , centre + ImVec2 ( cos ( a1 ) , sin ( a1 ) ) * radius , col ) ;
a0 = a1 ;
}
}
@ -4993,15 +5002,17 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
if ( ( col > > 24 ) = = 0 )
return ;
const ImVec2 offset ( GImGui . IO . PixelCenterOffset , GImGui . IO . PixelCenterOffset ) ;
ReserveVertices ( ( unsigned int ) num_segments * 3 ) ;
const float a_step = 2 * PI / ( float ) num_segments ;
float a0 = 0.0f ;
for ( int i = 0 ; i < num_segments ; i + + )
{
const float a1 = ( i + 1 ) = = num_segments ? 0.0f : a0 + a_step ;
AddVtx ( centre + ImVec2 ( cos ( a0 ) , sin ( a0 ) ) * radius , col ) ;
AddVtx ( centre + ImVec2 ( cos ( a1 ) , sin ( a1 ) ) * radius , col ) ;
AddVtx ( centre , col ) ;
AddVtx ( centre + offset + ImVec2 ( cos ( a0 ) , sin ( a0 ) ) * radius , col ) ;
AddVtx ( centre + offset + ImVec2 ( cos ( a1 ) , sin ( a1 ) ) * radius , col ) ;
AddVtx ( centre + offset , col ) ;
a0 = a1 ;
}
}
@ -5231,13 +5242,11 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
const float outline = ( float ) Info - > Outline ;
// Align to be pixel perfect
pos . x = ( float ) ( int ) pos . x + 0.5f ;
pos . y = ( float ) ( int ) pos . y + 0.5f ;
pos . x = ( float ) ( int ) pos . x ;
pos . y = ( float ) ( int ) pos . y ;
const ImVec4 clip_rect = clip_rect_ref ;
const float uv_offset = GImGui . IO . PixelCenterOffset ;
float x = pos . x ;
float y = pos . y ;
for ( const char * s = text_begin ; s < text_end ; s + + )
@ -5274,10 +5283,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
continue ;
}
const float s1 = ( uv_offset + glyph - > X ) * tex_scale_x ;
const float t1 = ( uv_offset + glyph - > Y ) * tex_scale_y ;
const float s2 = ( uv_offset + glyph - > X + glyph - > Width ) * tex_scale_x ;
const float t2 = ( uv_offset + glyph - > Y + glyph - > Height ) * tex_scale_y ;
const float s1 = ( glyph - > X ) * tex_scale_x ;
const float t1 = ( glyph - > Y ) * tex_scale_y ;
const float s2 = ( glyph - > X + glyph - > Width ) * tex_scale_x ;
const float t2 = ( glyph - > Y + glyph - > Height ) * tex_scale_y ;
out_vertices [ 0 ] . pos = ImVec2 ( x1 , y1 ) ;
out_vertices [ 0 ] . uv = ImVec2 ( s1 , t1 ) ;