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ImDrawList: Added Clone() helper function.
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@ -136,6 +136,7 @@ Other Changes:
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- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
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- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
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- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
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- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
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- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
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- Misc: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later.
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- Misc: Exposed IM_OFFSETOF() helper in imgui.h.
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18
imgui.h
18
imgui.h
@ -1579,6 +1579,7 @@ struct ImDrawList
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// Advanced
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IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
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IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
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// Internal helpers
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// NB: all primitives needs to be reserved via PrimReserve() beforehand!
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@ -1600,16 +1601,17 @@ struct ImDrawList
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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ImDrawList** CmdLists;
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int CmdListsCount;
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int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
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int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
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ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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int CmdListsCount; // Number of ImDrawList* to render
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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// Functions
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ImDrawData() { Clear(); }
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void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // Draw lists are owned by the ImGuiContext and only pointed to here.
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IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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ImDrawData() { Valid = false; Clear(); }
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~ImDrawData() { Clear(); }
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void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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struct ImFontConfig
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@ -338,6 +338,16 @@ void ImDrawList::ClearFreeMemory()
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_Channels.clear();
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}
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ImDrawList* ImDrawList::CloneOutput() const
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{
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ImDrawList* dst = IM_NEW(ImDrawList(NULL));
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dst->CmdBuffer = CmdBuffer;
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dst->IdxBuffer = IdxBuffer;
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dst->VtxBuffer = VtxBuffer;
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dst->Flags = Flags;
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return dst;
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}
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// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
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#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
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#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
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