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Added PrimUnreserve() API. Obsoleted calling ImDrawList::PrimReserve() with a negative count.
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@ -516,10 +516,13 @@ void ImDrawList::PopTextureID()
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UpdateTextureID();
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}
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// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
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// Reserve space for a number of vertices and indices.
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// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
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// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
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void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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{
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// Large mesh support (when enabled)
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IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
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if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
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{
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_VtxCurrentOffset = VtxBuffer.Size;
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@ -527,7 +530,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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AddDrawCmd();
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}
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ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
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ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
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draw_cmd.ElemCount += idx_count;
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int vtx_buffer_old_size = VtxBuffer.Size;
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@ -539,6 +542,17 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
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}
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// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
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void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
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{
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IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
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ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
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draw_cmd.ElemCount -= idx_count;
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VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
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IdxBuffer.shrink(IdxBuffer.Size - idx_count);
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}
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// Fully unrolled with inline call to keep our debug builds decently fast.
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void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
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{
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