diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 7b5987b9..35dbbff4 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -64,6 +64,9 @@ Other Changes: - Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) - OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby] + - Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful + for lazy/idle render mechanisms as new windows are typically not visible for one frame. + - Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows. - Demo: Added basic Drag and Drop demo. (#143) - Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section. - Examples: Tweaked the main.cpp of each example. diff --git a/imgui.cpp b/imgui.cpp index 69c00ce2..4cc0e622 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4356,6 +4356,8 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) { + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; AddDrawListToDrawData(out_render_list, window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { @@ -4368,7 +4370,6 @@ static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWin static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - g.IO.MetricsActiveWindows++; if (window->Flags & ImGuiWindowFlags_Tooltip) AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); else @@ -4518,6 +4519,7 @@ void ImGui::EndFrame() IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong g.Windows.swap(g.WindowsSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; // Unlock font atlas g.IO.Fonts->Locked = false; @@ -4541,7 +4543,7 @@ void ImGui::Render() g.FrameCountRendered = g.FrameCount; // Gather windows to render - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0; + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); ImGuiWindow* windows_to_render_front_most[2]; windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; @@ -14037,9 +14039,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) { static bool show_draw_cmd_clip_rects = true; static bool show_window_begin_order = false; + ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount); ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects); ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order); diff --git a/imgui.h b/imgui.h index 9c73471f..e28d8832 100644 --- a/imgui.h +++ b/imgui.h @@ -1158,7 +1158,8 @@ struct ImGuiIO float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsActiveWindows; // Number of visible root windows (exclude child windows) + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. //------------------------------------------------------------------