This commit is contained in:
ocornut 2015-07-05 21:55:24 -06:00
parent 8b4a470e1d
commit 2633325b9f
2 changed files with 6 additions and 6 deletions

View File

@ -2444,7 +2444,7 @@ void ImGui::Render()
}
// Skip render altogether if alpha is 0.0
// Note that vertex buffers have been created, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false
// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
if (g.Style.Alpha > 0.0f)
{
// Render tooltip
@ -2464,7 +2464,7 @@ void ImGui::Render()
ImGuiWindow* window = g.Windows[i];
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
{
// FIXME: Generalize this with a proper layering system so we can stack.
// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(g.RenderDrawLists[1], window);

View File

@ -985,7 +985,7 @@ struct ImGuiListClipper
//-----------------------------------------------------------------------------
// Draw callbacks for advanced uses.
// NB- You most likely DO NOT need to care about draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
// The expected behavior from your rendering loop is:
// if (cmd.user_callback != NULL)
@ -1001,7 +1001,7 @@ struct ImDrawCmd
unsigned int idx_count; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally.
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* user_callback_data; // The draw callback code can access this.
};
@ -1040,7 +1040,7 @@ struct ImDrawList
// [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImVector<ImVec2> path; // [Internal]
ImVector<ImVec2> path; // [Internal] current path building
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
unsigned int vtx_current_idx; // [Internal] == vtx_buffer.size()
ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
@ -1066,7 +1066,7 @@ struct ImDrawList
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, float thickness, bool closed, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
// Stateful path API, add points finish with PathFill() or PathStroke(). Only convex shapes supported.
// Stateful path API, add points then finish with PathFill() or PathStroke()
inline void PathClear() { path.resize(0); }
inline void PathLineTo(const ImVec2& p) { path.push_back(p); }
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);