ImDrawList: Tweaks to make style consistent (using pointers, same local names). Added comments. Should be no-op.

This commit is contained in:
ocornut 2020-06-06 19:52:41 +02:00
parent e22e3f300a
commit 003153b3ac
3 changed files with 25 additions and 25 deletions

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@ -4077,15 +4077,15 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
if (draw_list->CmdBuffer.Size == 0)
return;
// Remove trailing command if unused
ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.back();
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
{
draw_list->CmdBuffer.pop_back();
if (draw_list->CmdBuffer.empty())
if (draw_list->CmdBuffer.Size == 0)
return;
}

20
imgui.h
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@ -1878,13 +1878,13 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
struct ImDrawCmd
{
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[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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.
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.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this.
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[].
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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.
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.
unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
};
@ -1984,7 +1984,7 @@ struct ImDrawList
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawListSplitter _Splitter; // [Internal] for channels api
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// 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)
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
@ -2048,13 +2048,13 @@ struct ImDrawList
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - 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)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them.
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Internal helpers
// [Internal helpers]
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
IMGUI_API void Clear();
IMGUI_API void ClearFreeMemory();

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@ -434,14 +434,14 @@ void ImDrawList::AddDrawCmd()
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
if (!curr_cmd || curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
current_cmd = &CmdBuffer.back();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
current_cmd->UserCallback = callback;
current_cmd->UserCallbackData = callback_data;
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
@ -477,7 +477,7 @@ void ImDrawList::UpdateTextureID()
{
// If current command is used with different settings we need to add a new command
const ImTextureID curr_texture_id = GetCurrentTextureId();
ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
@ -559,8 +559,8 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
AddDrawCmd();
}
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount += idx_count;
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
@ -576,8 +576,8 @@ void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount -= idx_count;
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}