ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.

+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
This commit is contained in:
ocornut 2020-06-06 20:25:56 +02:00
parent 003153b3ac
commit 0320e7257b
3 changed files with 17 additions and 12 deletions

View File

@ -3777,11 +3777,11 @@ void ImGui::NewFrame()
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
g.BackgroundDrawList.Clear();
g.BackgroundDrawList.ResetForNewFrame();
g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.BackgroundDrawList.PushClipRectFullScreen();
g.ForegroundDrawList.Clear();
g.ForegroundDrawList.ResetForNewFrame();
g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.ForegroundDrawList.PushClipRectFullScreen();
@ -5860,7 +5860,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// DRAWING
// Setup draw list and outer clipping rectangle
window->DrawList->Clear();
window->DrawList->ResetForNewFrame();
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);

View File

@ -1987,7 +1987,8 @@ struct ImDrawList
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(); }
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentOffset = _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
@ -2056,7 +2057,7 @@ struct ImDrawList
// [Internal helpers]
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
IMGUI_API void Clear();
IMGUI_API void ResetForNewFrame();
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);

View File

@ -376,12 +376,13 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
}
}
void ImDrawList::Clear()
// Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::ResetForNewFrame()
{
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
Flags = _Data->InitialFlags;
_VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
@ -390,6 +391,7 @@ void ImDrawList::Clear()
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
}
void ImDrawList::ClearFreeMemory()
@ -397,6 +399,8 @@ void ImDrawList::ClearFreeMemory()
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
@ -434,8 +438,8 @@ void ImDrawList::AddDrawCmd()
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
if (!curr_cmd || curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
@ -452,8 +456,8 @@ void ImDrawList::UpdateClipRect()
{
// If current command is used with different settings we need to add a new command
const ImVec4 curr_clip_rect = GetCurrentClipRect();
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if ((curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
return;
@ -477,7 +481,7 @@ 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 > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();