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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.
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12
imgui.h
12
imgui.h
@ -1033,18 +1033,18 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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struct ImDrawList
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{
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// This is what you have to render
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ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 gpu draw call.
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
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ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
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ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
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// [Internal to ImGui]
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const char* owner_name; // Pointer to owner window's name, if any
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ImVector<ImVec4> clip_rect_stack; // [Internal]
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ImVector<ImTextureID> texture_id_stack; // [Internal]
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ImVector<ImVec2> path; // [Internal] current path building
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const char* owner_name; // Pointer to owner window's name (if any) for debugging
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ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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unsigned int vtx_current_idx; // [Internal] == vtx_buffer.size()
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ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> clip_rect_stack; // [Internal]
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ImVector<ImTextureID> texture_id_stack; // [Internal]
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ImVector<ImVec2> path; // [Internal] current path building
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ImDrawList() { owner_name = NULL; Clear(); }
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IMGUI_API void Clear();
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