ImDrawData: changed CmdLists from raw array to ImVector<> owned by ImDrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)

+ Metrics: avoid misleadingly iterating all layers of DrawDataBuilder as everything is flattened into Layers[0] at this point.

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut 2023-07-12 16:04:26 +02:00
parent cc4c37dbac
commit c649aca20a
5 changed files with 65 additions and 45 deletions

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@ -39,9 +39,20 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. (#4921)
- ImDrawData: CmdLists[] arra is now owned, changed from 'ImDrawList**' to
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
cannot compare to NULL nor reassign manually anymore.
Instead use AddDrawList(). (#6406, #4879, #1878)
Other changes:
- ImDrawData: CmdLists[] array is now an ImVector<> owned by ImDrawData rather
than a pointer to internal state.
- This makes it easier for user to create their own or append to an existing draw data.
(#6406, #4879, #1878)
- This makes it easier to perform a deep-swap instead of a deep-copy, as array
ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
- Syntax and allocation count are otherwise identical.
- Fixed CTRL+Tab dimming background assert when target window has a callback
in the last ImDrawCmd. (#4857, #5937)
- InputText: Fixed a case where deactivation frame would write to underlying

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@ -399,6 +399,7 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
- 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
- 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
@ -4823,7 +4824,7 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = g.Viewports[0];
g.IO.MetricsRenderWindows++;
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
@ -4845,36 +4846,36 @@ static inline void AddRootWindowToDrawData(ImGuiWindow* window)
void ImDrawDataBuilder::FlattenIntoSingleLayer()
{
int n = Layers[0].Size;
int size = n;
int n = Layers[0]->Size;
int full_size = n;
for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
size += Layers[i].Size;
Layers[0].resize(size);
full_size += Layers[i]->Size;
Layers[0]->resize(full_size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
{
ImVector<ImDrawList*>& layer = Layers[layer_n];
if (layer.empty())
ImVector<ImDrawList*>* layer = Layers[layer_n];
if (layer->empty())
continue;
memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
layer.resize(0);
memcpy(Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
n += layer->Size;
layer->resize(0);
}
}
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
static void SetupViewportDrawData(ImGuiViewportP* viewport)
{
ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
draw_data->Valid = true;
draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
draw_data->CmdListsCount = draw_lists->Size;
draw_data->CmdListsCount = draw_data->CmdLists.Size;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = viewport->Pos;
draw_data->DisplaySize = viewport->Size;
draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
draw_data->OwnerViewport = viewport;
for (int n = 0; n < draw_data->CmdLists.Size; n++)
{
ImDrawList* draw_list = draw_lists->Data[n];
ImDrawList* draw_list = draw_data->CmdLists[n];
draw_list->_PopUnusedDrawCmd();
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
@ -5099,9 +5100,9 @@ void ImGui::Render()
for (int n = 0; n != g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.Clear();
viewport->DrawDataBuilder.Setup(&viewport->DrawDataP);
if (viewport->DrawLists[0] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
// Draw modal/window whitening backgrounds
@ -5136,9 +5137,9 @@ void ImGui::Render()
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
SetupViewportDrawData(viewport);
ImDrawData* draw_data = &viewport->DrawDataP;
g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
@ -13862,7 +13863,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// DrawLists
int drawlist_count = 0;
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
drawlist_count += g.Viewports[viewport_i]->DrawDataP.CmdLists.Size;
if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
{
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
@ -13870,9 +13871,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_i];
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
}
TreePop();
}
@ -14204,9 +14204,10 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
}
// [DEBUG] Display contents of ImDrawList
void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
{
ImGuiContext& g = *GImGui;
IM_UNUSED(viewport); // Used in docking branch
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
int cmd_count = draw_list->CmdBuffer.Size;
if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
@ -14495,9 +14496,8 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
(flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
TreePop();
}
}
@ -14525,7 +14525,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
TextDisabled("Note: some memory buffers have been compacted/freed.");
ImGuiWindowFlags flags = window->Flags;
DebugNodeDrawList(window, window->DrawList, "DrawList");
DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",

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@ -25,7 +25,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.8 WIP"
#define IMGUI_VERSION_NUM 18972
#define IMGUI_VERSION_NUM 18973
#define IMGUI_HAS_TABLE
/*
@ -2744,17 +2744,18 @@ struct ImDrawList
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData() { Clear(); }
void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
IMGUI_API void Clear();
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!
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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@ -1808,6 +1808,15 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------
void ImDrawData::Clear()
{
Valid = false;
CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
OwnerViewport = NULL;
}
// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
void ImDrawData::DeIndexAllBuffers()
{

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@ -772,11 +772,11 @@ struct IMGUI_API ImDrawListSharedData
struct ImDrawDataBuilder
{
ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
ImVector<ImDrawList*> LayerData1;
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }
void Setup(ImDrawData* draw_data) { Layers[0] = &draw_data->CmdLists; Layers[1] = &LayerData1; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n]->resize(0); }
IMGUI_API void FlattenIntoSingleLayer();
};
@ -1605,8 +1605,7 @@ struct ImGuiViewportP : public ImGuiViewport
int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
@ -3240,7 +3239,7 @@ namespace ImGui
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);