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Allow windows with only a callback only to be functional + minor cleanup (#524)
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5b7a0b1b40
commit
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35
imgui.cpp
35
imgui.cpp
@ -2286,25 +2286,26 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
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static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
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{
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if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
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if (draw_list->CmdBuffer.empty())
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return;
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// Remove trailing command if unused
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ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
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if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
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{
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// Remove trailing command if unused
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ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
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if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
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draw_list->CmdBuffer.pop_back();
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out_render_list.push_back(draw_list);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8);
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(void)max_vtx_idx;
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx); // Too many vertices in same ImDrawList. See comment above.
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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draw_list->CmdBuffer.pop_back();
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if (draw_list->CmdBuffer.empty())
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return;
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}
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= ((unsigned long long int)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
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out_render_list.push_back(draw_list);
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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}
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static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
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