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Render: Removed the code that disable render if style.Alpha is 0.0f, it is both incorrect (as style Alpha can be modified mid-frame), not really necessary (just tested that full Alpha = 0 will lead to empty draw lists!) and misleading (bulk of the work was already done).
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83
imgui.cpp
83
imgui.cpp
@ -4028,52 +4028,47 @@ void ImGui::Render()
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ImGui::EndFrame();
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ImGui::EndFrame();
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g.FrameCountRendered = g.FrameCount;
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g.FrameCountRendered = g.FrameCount;
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// Skip render altogether if alpha is 0.0
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// Gather windows to render
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// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
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if (g.Style.Alpha > 0.0f)
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g.DrawDataBuilder.Clear();
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ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
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for (int n = 0; n != g.Windows.Size; n++)
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{
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{
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// Gather windows to render
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ImGuiWindow* window = g.Windows[n];
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
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g.DrawDataBuilder.Clear();
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AddWindowToDrawDataSelectLayer(window);
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ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
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for (int n = 0; n != g.Windows.Size; n++)
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{
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ImGuiWindow* window = g.Windows[n];
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0 && window != window_to_render_front_most)
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AddWindowToDrawDataSelectLayer(window);
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}
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if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames <= 0) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(window_to_render_front_most);
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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ImVec2 offset, size, uv[4];
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if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
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{
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const ImVec2 pos = g.IO.MousePos - offset;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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const float sc = g.Style.MouseCursorScale;
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g.OverlayDrawList.PushTextureID(tex_id);
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
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g.OverlayDrawList.PopTextureID();
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}
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if (!g.OverlayDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
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// Setup ImDrawData structure for end-user
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SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
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g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
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g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
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// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
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g.IO.RenderDrawListsFn(&g.DrawData);
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#endif
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}
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}
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if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames <= 0) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(window_to_render_front_most);
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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ImVec2 offset, size, uv[4];
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if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
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{
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const ImVec2 pos = g.IO.MousePos - offset;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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const float sc = g.Style.MouseCursorScale;
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g.OverlayDrawList.PushTextureID(tex_id);
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
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g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
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g.OverlayDrawList.PopTextureID();
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}
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if (!g.OverlayDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
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// Setup ImDrawData structure for end-user
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SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
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g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
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g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
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// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
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g.IO.RenderDrawListsFn(&g.DrawData);
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#endif
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}
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}
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const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
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const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
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