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https://github.com/Drezil/imgui.git
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ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.
+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
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003153b3ac
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@ -3777,11 +3777,11 @@ void ImGui::NewFrame()
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if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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g.BackgroundDrawList.Clear();
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g.BackgroundDrawList.ResetForNewFrame();
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g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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g.BackgroundDrawList.PushClipRectFullScreen();
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g.BackgroundDrawList.PushClipRectFullScreen();
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g.ForegroundDrawList.Clear();
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g.ForegroundDrawList.ResetForNewFrame();
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g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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g.ForegroundDrawList.PushClipRectFullScreen();
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g.ForegroundDrawList.PushClipRectFullScreen();
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@ -5860,7 +5860,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// DRAWING
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// DRAWING
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// Setup draw list and outer clipping rectangle
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// Setup draw list and outer clipping rectangle
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window->DrawList->Clear();
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window->DrawList->ResetForNewFrame();
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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PushClipRect(host_rect.Min, host_rect.Max, false);
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PushClipRect(host_rect.Min, host_rect.Max, false);
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5
imgui.h
5
imgui.h
@ -1987,7 +1987,8 @@ struct ImDrawList
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ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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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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// 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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ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentOffset = _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
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~ImDrawList() { ClearFreeMemory(); }
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~ImDrawList() { ClearFreeMemory(); }
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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)
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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)
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IMGUI_API void PushClipRectFullScreen();
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IMGUI_API void PushClipRectFullScreen();
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@ -2056,7 +2057,7 @@ struct ImDrawList
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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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// 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 ResetForNewFrame();
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void PrimReserve(int idx_count, int vtx_count);
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IMGUI_API void PrimReserve(int idx_count, int vtx_count);
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IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
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IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
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@ -376,12 +376,13 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
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}
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}
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}
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}
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void ImDrawList::Clear()
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// Initialize before use in a new frame. We always have a command ready in the buffer.
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void ImDrawList::ResetForNewFrame()
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{
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{
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CmdBuffer.resize(0);
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CmdBuffer.resize(0);
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IdxBuffer.resize(0);
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IdxBuffer.resize(0);
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VtxBuffer.resize(0);
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VtxBuffer.resize(0);
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Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
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Flags = _Data->InitialFlags;
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_VtxCurrentOffset = 0;
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_VtxCurrentOffset = 0;
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_VtxCurrentIdx = 0;
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_VtxCurrentIdx = 0;
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_VtxWritePtr = NULL;
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_VtxWritePtr = NULL;
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@ -390,6 +391,7 @@ void ImDrawList::Clear()
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_TextureIdStack.resize(0);
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_TextureIdStack.resize(0);
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_Path.resize(0);
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_Path.resize(0);
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_Splitter.Clear();
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_Splitter.Clear();
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CmdBuffer.push_back(ImDrawCmd());
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}
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}
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void ImDrawList::ClearFreeMemory()
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void ImDrawList::ClearFreeMemory()
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@ -397,6 +399,8 @@ void ImDrawList::ClearFreeMemory()
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CmdBuffer.clear();
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CmdBuffer.clear();
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IdxBuffer.clear();
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IdxBuffer.clear();
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VtxBuffer.clear();
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VtxBuffer.clear();
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Flags = ImDrawListFlags_None;
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_VtxCurrentOffset = 0;
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_VtxCurrentIdx = 0;
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_VtxCurrentIdx = 0;
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_VtxWritePtr = NULL;
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_VtxWritePtr = NULL;
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_IdxWritePtr = NULL;
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_IdxWritePtr = NULL;
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@ -434,8 +438,8 @@ void ImDrawList::AddDrawCmd()
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void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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{
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{
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ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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if (!curr_cmd || curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
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if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
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{
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{
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AddDrawCmd();
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AddDrawCmd();
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curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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@ -452,8 +456,8 @@ void ImDrawList::UpdateClipRect()
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{
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{
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// If current command is used with different settings we need to add a new command
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// If current command is used with different settings we need to add a new command
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const ImVec4 curr_clip_rect = GetCurrentClipRect();
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const ImVec4 curr_clip_rect = GetCurrentClipRect();
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ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
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if ((curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
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{
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{
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AddDrawCmd();
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AddDrawCmd();
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return;
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return;
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@ -477,7 +481,7 @@ void ImDrawList::UpdateTextureID()
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{
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{
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// If current command is used with different settings we need to add a new command
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// If current command is used with different settings we need to add a new command
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const ImTextureID curr_texture_id = GetCurrentTextureId();
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const ImTextureID curr_texture_id = GetCurrentTextureId();
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ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
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if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
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{
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{
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AddDrawCmd();
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AddDrawCmd();
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