Internals: DrawData: renamed fields only (committing separately so that next commit is less nosiy).

This commit is contained in:
omar 2018-01-15 17:25:11 +01:00
parent 514d30d8cd
commit 06eef2ce6f
2 changed files with 32 additions and 32 deletions

View File

@ -2246,7 +2246,7 @@ ImGuiStyle& ImGui::GetStyle()
// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;
return GImGui->DrawData.Valid ? &GImGui->DrawData : NULL;
}
float ImGui::GetTime()
@ -2303,9 +2303,9 @@ 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.RenderDrawData.Valid = false;
g.RenderDrawData.CmdLists = NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
g.DrawData.Valid = false;
g.DrawData.CmdLists = NULL;
g.DrawData.CmdListsCount = g.DrawData.TotalVtxCount = g.DrawData.TotalIdxCount = 0;
// Clear reference to active widget if the widget isn't alive anymore
if (!g.HoveredIdPreviousFrame)
@ -2656,8 +2656,8 @@ void ImGui::Shutdown()
g.FontStack.clear();
g.OpenPopupStack.clear();
g.CurrentPopupStack.clear();
for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].clear();
for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
g.DrawDataLists[i].clear();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
g.InputTextState.Text.clear();
@ -2902,11 +2902,11 @@ static void AddWindowToRenderListSelectLayer(ImGuiWindow* window)
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(g.RenderDrawLists[1], window);
AddWindowToRenderList(g.DrawDataLists[1], window);
else if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(g.RenderDrawLists[2], window);
AddWindowToRenderList(g.DrawDataLists[2], window);
else
AddWindowToRenderList(g.RenderDrawLists[0], window);
AddWindowToRenderList(g.DrawDataLists[0], window);
}
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
@ -3031,8 +3031,8 @@ void ImGui::Render()
{
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].resize(0);
for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
g.DrawDataLists[i].resize(0);
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
@ -3041,17 +3041,17 @@ void ImGui::Render()
}
// Flatten layers
int n = g.RenderDrawLists[0].Size;
int n = g.DrawDataLists[0].Size;
int flattened_size = n;
for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
flattened_size += g.RenderDrawLists[i].Size;
g.RenderDrawLists[0].resize(flattened_size);
for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
flattened_size += g.DrawDataLists[i].Size;
g.DrawDataLists[0].resize(flattened_size);
for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
{
ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
ImVector<ImDrawList*>& layer = g.DrawDataLists[i];
if (layer.empty())
continue;
memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
memcpy(&g.DrawDataLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
}
@ -3070,18 +3070,18 @@ void ImGui::Render()
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
AddDrawListToRenderList(g.DrawDataLists[0], &g.OverlayDrawList);
// Setup draw data
g.RenderDrawData.Valid = true;
g.RenderDrawData.CmdLists = (g.RenderDrawLists[0].Size > 0) ? &g.RenderDrawLists[0][0] : NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;
g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
g.DrawData.Valid = true;
g.DrawData.CmdLists = (g.DrawDataLists[0].Size > 0) ? &g.DrawDataLists[0][0] : NULL;
g.DrawData.CmdListsCount = g.DrawDataLists[0].Size;
g.DrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
g.DrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.RenderDrawData);
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.DrawData);
}
}
@ -11749,11 +11749,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGuiContext& g = *GImGui; // Access private state
Funcs::NodeWindows(g.Windows, "Windows");
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size))
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataLists[0].Size))
{
for (int layer = 0; layer < IM_ARRAYSIZE(g.RenderDrawLists); layer++)
for (int i = 0; i < g.RenderDrawLists[layer].Size; i++)
Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList");
for (int layer = 0; layer < IM_ARRAYSIZE(g.DrawDataLists); layer++)
for (int i = 0; i < g.DrawDataLists[layer].Size; i++)
Funcs::NodeDrawList(g.DrawDataLists[0][i], "DrawList");
ImGui::TreePop();
}
if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))

View File

@ -546,8 +546,8 @@ struct ImGuiContext
ImGuiCond NextTreeNodeOpenCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> DrawDataLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;