Browse Source

Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
pull/1608/head
omar 7 years ago
parent
commit
472ba1394c
  1. 44
      imgui.cpp
  2. 3
      imgui.h
  3. 1
      imgui_internal.h

44
imgui.cpp

@ -685,8 +685,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImGuiWindowSettings* AddWindowSettings(const char* name);
@ -3087,9 +3087,7 @@ void ImGui::NewFrame()
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
g.DrawData.Valid = false;
g.DrawData.CmdLists = NULL;
g.DrawData.CmdListsCount = g.DrawData.TotalVtxCount = g.DrawData.TotalIdxCount = 0;
g.DrawData.Clear();
// Clear reference to active widget if the widget isn't alive anymore
if (!g.HoveredIdPreviousFrame)
@ -3647,7 +3645,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
}
}
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
return;
@ -3680,25 +3678,25 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDr
out_render_list->push_back(draw_list);
}
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
AddDrawListToRenderList(out_render_list, window->DrawList);
AddDrawListToDrawData(out_render_list, window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Active && child->HiddenFrames <= 0) // clipped children may have been marked not active
AddWindowToRenderList(out_render_list, child);
AddWindowToDrawData(out_render_list, child);
}
}
static void AddWindowToDrawDataSelectLayer(ImDrawDataBuilder* builder, ImGuiWindow* window)
static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(&builder->Layers[1], window);
AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
else
AddWindowToRenderList(&builder->Layers[0], window);
AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@ -3719,16 +3717,16 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer()
}
}
void ImDrawDataBuilder::SetupDrawData(ImDrawData* out_draw_data)
static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
{
out_draw_data->Valid = true;
out_draw_data->CmdLists = (Layers[0].Size > 0) ? Layers[0].Data : NULL;
out_draw_data->CmdListsCount = Layers[0].Size;
out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
out_draw_data->CmdListsCount = draw_lists->Size;
out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
for (int n = 0; n < Layers[0].Size; n++)
for (int n = 0; n < draw_lists->Size; n++)
{
out_draw_data->TotalVtxCount += Layers[0][n]->VtxBuffer.Size;
out_draw_data->TotalIdxCount += Layers[0][n]->IdxBuffer.Size;
out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
}
}
@ -3864,11 +3862,11 @@ void ImGui::Render()
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
g.DrawDataBuilder.Clear();
for (int i = 0; i != g.Windows.Size; i++)
for (int n = 0; n != g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[i];
ImGuiWindow* window = g.Windows[n];
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0 && window != g.NavWindowingTarget)
AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, window);
AddWindowToDrawDataSelectLayer(window);
}
if (g.NavWindowingTarget && g.NavWindowingTarget->Active && g.NavWindowingTarget->HiddenFrames <= 0) // NavWindowingTarget is always temporarily displayed as the front-most window
AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, g.NavWindowingTarget);
@ -3889,10 +3887,10 @@ void ImGui::Render()
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
// Setup ImDrawData structure for end-user
g.DrawDataBuilder.SetupDrawData(&g.DrawData);
SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;

3
imgui.h

@ -1536,7 +1536,8 @@ struct ImDrawData
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
// Functions
ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
ImDrawData() { Clear(); }
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // Draw lists are owned by the ImGuiContext and only pointed to here.
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};

1
imgui_internal.h

@ -488,7 +488,6 @@ struct ImDrawDataBuilder
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
IMGUI_API void FlattenIntoSingleLayer();
IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
};
// Storage for SetNexWindow** functions

Loading…
Cancel
Save