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