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Demo: Added 'Examples->Fullscreen Window' demo. (#3789) + repack and zero-clear ImDrawData.
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7
imgui.h
7
imgui.h
@ -2461,18 +2461,17 @@ struct ImDrawList
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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int CmdListsCount; // Number of ImDrawList* to render
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
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ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
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ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
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// Functions
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ImDrawData() { Valid = false; Clear(); }
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~ImDrawData() { Clear(); }
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void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
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ImDrawData() { Clear(); }
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void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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