mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Allow windows with only a callback only to be functional + minor cleanup (#524)
This commit is contained in:
parent
5b7a0b1b40
commit
20ba769644
35
imgui.cpp
35
imgui.cpp
@ -2286,25 +2286,26 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
|
||||
|
||||
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
|
||||
{
|
||||
if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
|
||||
if (draw_list->CmdBuffer.empty())
|
||||
return;
|
||||
|
||||
// Remove trailing command if unused
|
||||
ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
|
||||
if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
|
||||
{
|
||||
// Remove trailing command if unused
|
||||
ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
|
||||
if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
|
||||
draw_list->CmdBuffer.pop_back();
|
||||
|
||||
out_render_list.push_back(draw_list);
|
||||
|
||||
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
|
||||
// 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.
|
||||
const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8);
|
||||
(void)max_vtx_idx;
|
||||
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
|
||||
IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx); // Too many vertices in same ImDrawList. See comment above.
|
||||
|
||||
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
|
||||
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
|
||||
draw_list->CmdBuffer.pop_back();
|
||||
if (draw_list->CmdBuffer.empty())
|
||||
return;
|
||||
}
|
||||
|
||||
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
|
||||
// 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.
|
||||
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
|
||||
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.
|
||||
|
||||
out_render_list.push_back(draw_list);
|
||||
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
|
||||
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
|
||||
}
|
||||
|
||||
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
|
||||
|
Loading…
Reference in New Issue
Block a user