AA branch: ImDrawList: rename commands to cmd_buffer

Not strictly necessary but while we're doing minor breakage let's do
them at all once.
This commit is contained in:
ocornut
2015-07-06 21:09:05 -06:00
parent e7e2fcdd19
commit 6a22835f63
6 changed files with 30 additions and 30 deletions

12
imgui.h
View File

@ -1033,18 +1033,18 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
// [Internal to ImGui]
const char* owner_name; // Pointer to owner window's name, if any
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImVector<ImVec2> path; // [Internal] current path building
const char* owner_name; // Pointer to owner window's name (if any) for debugging
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)
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImVector<ImVec2> path; // [Internal] current path building
ImDrawList() { owner_name = NULL; Clear(); }
IMGUI_API void Clear();