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add PrimUnreserve to AddTextVertical when the render characters is less than the expected characters (fixes utf8 issues)
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parent
c73509d6d1
commit
6e2499093b
23
implot.cpp
23
implot.cpp
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@ -282,17 +282,21 @@ static const ImPlotStyleVarInfo* GetPlotStyleVarInfo(ImPlotStyleVar idx) {
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//-----------------------------------------------------------------------------
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void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char *text_begin, const char* text_end) {
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// the code below is based loosely on ImFont::RenderText
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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ImGuiContext& g = *GImGui;
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ImFont* font = g.Font;
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pos.x = IM_FLOOR(pos.x); // + font->ConfigData->GlyphOffset.y);
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pos.y = IM_FLOOR(pos.y); // + font->ConfigData->GlyphOffset.x);
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const char* s = text_begin;
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const int vtx_count = (int)(text_end - s) * 4;
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const int idx_count = (int)(text_end - s) * 6;
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DrawList->PrimReserve(idx_count, vtx_count);
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// Align to be pixel perfect
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pos.x = IM_FLOOR(pos.x);
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pos.y = IM_FLOOR(pos.y);
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const float scale = g.FontSize / font->FontSize;
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const char* s = text_begin;
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int chars_exp = (int)(text_end - s);
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int chars_rnd = 0;
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const int vtx_count_max = chars_exp * 4;
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const int idx_count_max = chars_exp * 6;
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DrawList->PrimReserve(idx_count_max, vtx_count_max);
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while (s < text_end) {
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unsigned int c = (unsigned int)*s;
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if (c < 0x80) {
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@ -304,15 +308,20 @@ void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char *te
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break;
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}
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const ImFontGlyph * glyph = font->FindGlyph((ImWchar)c);
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if (glyph == NULL)
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if (glyph == NULL) {
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continue;
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}
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DrawList->PrimQuadUV(pos + ImVec2(glyph->Y0, -glyph->X0) * scale, pos + ImVec2(glyph->Y0, -glyph->X1) * scale,
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pos + ImVec2(glyph->Y1, -glyph->X1) * scale, pos + ImVec2(glyph->Y1, -glyph->X0) * scale,
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ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V0),
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ImVec2(glyph->U1, glyph->V1), ImVec2(glyph->U0, glyph->V1),
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col);
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pos.y -= glyph->AdvanceX * scale;
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chars_rnd++;
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}
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// Give back unused vertices
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int chars_skp = chars_exp-chars_rnd;
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DrawList->PrimUnreserve(chars_skp*6, chars_skp*4);
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}
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double NiceNum(double x, bool round) {
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