Internals: rename bg/fg drawlist holders in structs to reduce confusion.

This commit is contained in:
ocornut 2023-08-06 19:46:27 +02:00
parent 52587c28d6
commit cf3726bcbc
2 changed files with 14 additions and 14 deletions

View File

@ -4258,33 +4258,33 @@ int ImGui::GetFrameCount()
return GImGui->FrameCount; return GImGui->FrameCount;
} }
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
{ {
// Create the draw list on demand, because they are not frequently used for all viewports // Create the draw list on demand, because they are not frequently used for all viewports
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
if (draw_list == NULL) if (draw_list == NULL)
{ {
draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
draw_list->_OwnerName = drawlist_name; draw_list->_OwnerName = drawlist_name;
viewport->DrawLists[drawlist_no] = draw_list; viewport->BgFgDrawLists[drawlist_no] = draw_list;
} }
// Our ImDrawList system requires that there is always a command // Our ImDrawList system requires that there is always a command
if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
{ {
draw_list->_ResetForNewFrame(); draw_list->_ResetForNewFrame();
draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushTextureID(g.IO.Fonts->TexID);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
} }
return draw_list; return draw_list;
} }
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
{ {
return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
} }
ImDrawList* ImGui::GetBackgroundDrawList() ImDrawList* ImGui::GetBackgroundDrawList()
@ -4295,7 +4295,7 @@ ImDrawList* ImGui::GetBackgroundDrawList()
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
{ {
return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
} }
ImDrawList* ImGui::GetForegroundDrawList() ImDrawList* ImGui::GetForegroundDrawList()
@ -5090,7 +5090,7 @@ void ImGui::Render()
{ {
ImGuiViewportP* viewport = g.Viewports[n]; ImGuiViewportP* viewport = g.Viewports[n];
InitViewportDrawData(viewport); InitViewportDrawData(viewport);
if (viewport->DrawLists[0] != NULL) if (viewport->BgFgDrawLists[0] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
} }
@ -5125,7 +5125,7 @@ void ImGui::Render()
FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
// Add foreground ImDrawList (for each active viewport) // Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL) if (viewport->BgFgDrawLists[1] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
// We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).

View File

@ -1600,8 +1600,8 @@ struct ImGuiOldColumns
// Every instance of ImGuiViewport is in fact a ImGuiViewportP. // Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport struct ImGuiViewportP : public ImGuiViewport
{ {
int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used int BgFgDrawListsLastFrame[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. ImDrawList* BgFgDrawLists[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; ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData 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 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!)
@ -1609,8 +1609,8 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }