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Comments. Removed sort-of duplicate access to GImGui->Font in ImDrawList::AddText() so it's only in one place.
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@ -933,7 +933,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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if (text_begin == text_end)
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return;
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// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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// IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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// Might just move Font/FontSize to ImDrawList?
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if (font == NULL)
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font = GImGui->Font;
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@ -955,7 +955,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
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{
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AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
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AddText(NULL, 0.0f, pos, col, text_begin, text_end);
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
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@ -2167,8 +2167,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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}
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}
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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// Inlined here:
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
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{
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idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
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idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
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