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Revert "Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489)"
This reverts commit 597c024904
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597c024904
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480d57e6a2
@ -35,10 +35,6 @@ HOW TO UPDATE?
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Breaking Changes:
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- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
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- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only
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need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire
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structure within an awkward macro. Using the old macro will now error with a message pointing you
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to the new method. (#38, #103, #1172, #1231, #2489)
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Other Changes:
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- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
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@ -138,8 +138,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
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// FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
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// 1) to avoid repacking colors: use '#define IMGUI_USE_BGRA_PACKED_COLOR'
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// 2) to avoid repacking vertices: use 'struct ImDrawVertDx9 { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }' + '#define ImDrawVert ImDrawVertDx9'
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// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
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// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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@ -68,9 +68,6 @@
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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//---- Override ImDrawVert layout (see comments near ImDrawVert declaration)
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//#define ImDrawVert MyDrawVert
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
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namespace ImGui
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@ -369,8 +369,6 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/06/05 (1.71) - changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism. instead you only need to '#define ImDrawVert MyDrawVert' to use this feature,
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avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error and show a message pointing you to the you method.
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- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
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- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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20
imgui.h
20
imgui.h
@ -97,7 +97,7 @@ struct ImDrawData; // All draw command lists required to render
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struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. You may override layout with a #define.
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struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
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struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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struct ImFontConfig; // Configuration data when adding a font or merging fonts
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@ -1803,23 +1803,19 @@ typedef unsigned short ImDrawIdx;
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#endif
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// Vertex layout
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// (You can override the vertex format layout by using e.g. #define ImDrawVert MyDrawVert in imconfig.h
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// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields
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// as needed to simplify integration in your engine. IMPORTANT: dear imgui DOES NOT CLEAR THE STRUCTURE AND DOESN"T CALL ITS CONSTRUCTOR,
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// so any field other than pos/uv/col will be uninitialized. If you add extra fields (such as a Z coordinate) you will need to either
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// ignore them, either set them up yourself.)
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#ifndef ImDrawVert
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#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
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struct ImDrawVert
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{
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ImVec2 pos;
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ImVec2 uv;
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ImU32 col;
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};
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#endif
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// We previously used IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT that was expanded in this file. Instead please use '#define ImDrawVert MyDrawVert' [OBSOLETED in 1.71]
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#if defined(IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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#error Please use '#define ImDrawVert MyDrawVert' instead!
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#else
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// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
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// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
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// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
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// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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// For use by ImDrawListSplitter.
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