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ImDrawList: Tweaks to make style consistent (using pointers, same local names). Added comments. Should be no-op.
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20
imgui.h
20
imgui.h
@ -1878,13 +1878,13 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
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// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
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struct ImDrawCmd
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{
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unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
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unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
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ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* UserCallbackData; // The draw callback code can access this.
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unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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unsigned int VtxOffset; // 4 // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
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unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
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ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* UserCallbackData; // 4-8 // The draw callback code can access this.
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ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
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};
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@ -1984,7 +1984,7 @@ struct ImDrawList
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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ImDrawListSplitter _Splitter; // [Internal] for channels api
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ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
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ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
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@ -2048,13 +2048,13 @@ struct ImDrawList
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// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
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// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
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// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
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// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them.
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// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
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// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
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inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
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inline void ChannelsMerge() { _Splitter.Merge(this); }
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inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
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// Internal helpers
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// [Internal helpers]
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// NB: all primitives needs to be reserved via PrimReserve() beforehand!
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IMGUI_API void Clear();
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IMGUI_API void ClearFreeMemory();
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