AA branch: Agressively renamed all fields of ImDrawList, ImDrawCmd, ImDrawData to match the rest of our coding convention (#133)

This commit is contained in:
ocornut 2015-07-07 20:17:07 -06:00
parent d35c1a9e66
commit d03b046ef4
6 changed files with 304 additions and 302 deletions

View File

@ -50,13 +50,13 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
vtx_dst += cmd_list->vtx_buffer.size();
idx_dst += cmd_list->idx_buffer.size();
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.size();
idx_dst += cmd_list->IdxBuffer.size();
}
g_pd3dDeviceContext->Unmap(g_pVB, 0);
g_pd3dDeviceContext->Unmap(g_pIB, 0);
@ -116,26 +116,26 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->DrawIndexed(pcmd->elem_count, idx_offset, vtx_offset);
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
}
idx_offset += pcmd->elem_count;
idx_offset += pcmd->ElemCount;
}
vtx_offset += (int)cmd_list->vtx_buffer.size();
vtx_offset += cmd_list->VtxBuffer.size();
}
// Restore modified state

View File

@ -35,15 +35,15 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (g_pVB->Lock(0, (UINT)(draw_data->total_vtx_count * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
if (g_pIB->Lock(0, (UINT)(draw_data->total_idx_count * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (int i = 0; i < cmd_list->vtx_buffer.size(); i++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
@ -54,8 +54,8 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
idx_dst += cmd_list->idx_buffer.size();
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.size();
}
g_pVB->Unlock();
g_pIB->Unlock();
@ -94,26 +94,26 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->vtx_buffer.size(), idx_offset, pcmd->elem_count/3);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
}
idx_offset += pcmd->elem_count;
idx_offset += pcmd->ElemCount;
}
vtx_offset += (int)cmd_list->vtx_buffer.size();
vtx_offset += cmd_list->VtxBuffer.size();
}
}

View File

@ -59,7 +59,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Grow our buffer according to what we need
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
int needed_vtx_size = draw_data->total_vtx_count * sizeof(ImDrawVert);
int needed_vtx_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
@ -70,38 +70,38 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!vtx_data)
return;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
vtx_data += cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle);
int vtx_offset = 0;
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
const ImDrawCmd* pcmd_end = cmd_list->cmd_buffer.end();
for (const ImDrawCmd* pcmd = cmd_list->cmd_buffer.begin(); pcmd != pcmd_end; pcmd++)
const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end();
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != pcmd_end; pcmd++)
{
if (pcmd->user_callback)
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->elem_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
}
idx_buffer += pcmd->elem_count;
idx_buffer += pcmd->ElemCount;
}
vtx_offset += (int)cmd_list->vtx_buffer.size();
vtx_offset += cmd_list->VtxBuffer.size();
}
// Restore modified state

View File

@ -53,29 +53,29 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
for (int n = 0; n < draw_data->cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->elem_count, GL_UNSIGNED_SHORT, idx_buffer);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
}
idx_buffer += pcmd->elem_count;
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF

414
imgui.cpp
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@ -141,18 +141,19 @@
- 2015/07/07 (1.42) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
- if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
- the signature of io.RenderDrawListsFn has changed!
- the signature of the io.RenderDrawListsFn handler has changed!
ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
became:
ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
argument 'cmd_lists' -> 'draw_data->cmd_lists'
argument 'cmd_lists_count' -> 'draw_data->cmd_lists_count'
ImDrawList 'commands' -> 'cmd_buffer'
ImDrawCmd 'vtx_count' -> 'elem_count' (same value, multiple of 3)
- the ImDrawList and ImDrawCmd structures also have changed to allow for indexed rendering.
each ImDrawList now contains both a vertex buffer (vtx_buffer) and an index buffer (idx_buffer). For each command, render elem_count/3 triangles using indices from the index buffer.
argument 'cmd_lists' -> 'draw_data->CmdLists'
argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
ImDrawList 'commands' -> 'CmdBuffer'
ImDrawList 'vtx_buffer' -> 'VtxBuffer'
ImDrawList -> 'IdxBuffer' (new)
ImDrawCmd 'vtx_count' -> 'ElemCount'
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index your buffer. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
- refer to code in the examples/ folder or ask on the github if you are unsure of how to upgrade.
- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
- removed the 'thickness' parameter from ImDrawList::AddLine().
- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
@ -1412,7 +1413,7 @@ struct ImGuiState
PrivateClipboard = NULL;
ModalWindowDarkeningRatio = 0.0f;
OverlayDrawList.owner_name = "##Overlay"; // Give it a name for debugging
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
LogEnabled = false;
@ -1833,7 +1834,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
new(DrawList) ImDrawList();
DrawList->owner_name = Name;
DrawList->_OwnerName = Name;
RootWindow = NULL;
RootNonPopupWindow = NULL;
@ -1903,13 +1904,13 @@ void ImGuiWindow::FocusItemUnregister()
static inline void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
{
if (!draw_list->cmd_buffer.empty() && !draw_list->vtx_buffer.empty())
if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
{
if (draw_list->cmd_buffer.back().elem_count == 0)
draw_list->cmd_buffer.pop_back();
if (draw_list->CmdBuffer.back().ElemCount == 0)
draw_list->CmdBuffer.pop_back();
out_render_list.push_back(draw_list);
GImGui->IO.MetricsRenderVertices += draw_list->vtx_buffer.Size;
GImGui->IO.MetricsRenderIndices += draw_list->idx_buffer.Size;
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
}
}
@ -2400,7 +2401,7 @@ static void PopClipRect()
{
ImGuiWindow* window = GetCurrentWindow();
window->DrawList->PopClipRect();
window->ClipRect = window->DrawList->clip_rect_stack.back();
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
void ImGui::Render()
@ -2519,17 +2520,17 @@ void ImGui::Render()
g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.vtx_buffer.empty())
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
// Render
if (!g.RenderDrawLists[0].empty())
{
ImDrawData data;
data.cmd_lists = &g.RenderDrawLists[0][0];
data.cmd_lists_count = g.RenderDrawLists[0].Size;
data.total_vtx_count = g.IO.MetricsRenderVertices;
data.total_idx_count = g.IO.MetricsRenderIndices;
data.CmdLists = &g.RenderDrawLists[0][0];
data.CmdListsCount = g.RenderDrawLists[0].Size;
data.TotalVtxCount = g.IO.MetricsRenderVertices;
data.TotalIdxCount = g.IO.MetricsRenderIndices;
g.IO.RenderDrawListsFn(&data);
}
}
@ -8965,78 +8966,79 @@ static ImVec4 GNullClipRect(-9999.0f,-9999.0f, +9999.0f, +9999.0f);
void ImDrawList::Clear()
{
cmd_buffer.resize(0);
vtx_buffer.resize(0);
vtx_write = NULL;
vtx_current_idx = 0;
idx_buffer.resize(0);
idx_write = NULL;
channel_current = 0;
clip_rect_stack.resize(0);
texture_id_stack.resize(0);
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_ChannelCurrent = 0;
// NB: Do not clear channels so our allocations are re-used after the first frame.
}
void ImDrawList::ClearFreeMemory()
{
cmd_buffer.clear();
vtx_buffer.clear();
vtx_write = NULL;
vtx_current_idx = 0;
idx_buffer.clear();
idx_write = NULL;
channel_current = 0;
clip_rect_stack.clear();
texture_id_stack.clear();
for (int i = 0; i < channels.Size; i++)
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_ChannelCurrent = 0;
for (int i = 0; i < _Channels.Size; i++)
{
if (i == 0) memset(&channels[0], 0, sizeof(channels[0])); // channel 0 is a copy of cmd_buffer/idx_buffer, don't destruct again
channels[i].cmd_buffer.clear();
channels[i].idx_buffer.clear();
if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
_Channels[i].CmdBuffer.clear();
_Channels[i].IdxBuffer.clear();
}
channels.clear();
_Channels.clear();
}
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.elem_count = 0;
draw_cmd.clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
draw_cmd.texture_id = texture_id_stack.empty() ? NULL : texture_id_stack.back();
draw_cmd.user_callback = NULL;
draw_cmd.user_callback_data = NULL;
draw_cmd.ElemCount = 0;
draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
draw_cmd.UserCallback = NULL;
draw_cmd.UserCallbackData = NULL;
IM_ASSERT(draw_cmd.clip_rect.x <= draw_cmd.clip_rect.z && draw_cmd.clip_rect.y <= draw_cmd.clip_rect.w);
cmd_buffer.push_back(draw_cmd);
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
if (!current_cmd || current_cmd->elem_count != 0 || current_cmd->user_callback != NULL)
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
{
AddDrawCmd();
current_cmd = &cmd_buffer.back();
current_cmd = &CmdBuffer.back();
}
current_cmd->user_callback = callback;
current_cmd->user_callback_data = callback_data;
current_cmd->UserCallback = callback;
current_cmd->UserCallbackData = callback_data;
// Force a new command after us
// We function this way so that the most common calls (AddLine, AddRect..) always have a command to add to without doing any check.
// Force a new command after us (we function this way so that the most common calls AddLine, AddRect, etc. always have a command to add to without doing any check).
AddDrawCmd();
}
void ImDrawList::ChannelsSplit(int channel_count)
{
IM_ASSERT(channel_current == 0);
int old_channels_count = channels.Size;
IM_ASSERT(_ChannelCurrent == 0);
int old_channels_count = _Channels.Size;
if (old_channels_count < channel_count)
channels.resize(channel_count);
_Channels.resize(channel_count);
for (int i = 0; i < channel_count; i++)
if (i >= old_channels_count)
new(&channels[i]) ImDrawChannel();
new(&_Channels[i]) ImDrawChannel();
else
channels[i].cmd_buffer.resize(0), channels[i].idx_buffer.resize(0);
_Channels[i].CmdBuffer.resize(0), _Channels[i].IdxBuffer.resize(0);
}
void ImDrawList::ChannelsMerge(int channel_count)
@ -9047,64 +9049,64 @@ void ImDrawList::ChannelsMerge(int channel_count)
return;
ChannelsSetCurrent(0);
if (cmd_buffer.Size && cmd_buffer.back().elem_count == 0)
cmd_buffer.pop_back();
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
CmdBuffer.pop_back();
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
for (int i = 1; i < channel_count; i++)
{
ImDrawChannel& ch = channels[i];
if (ch.cmd_buffer.Size && ch.cmd_buffer.back().elem_count == 0)
ch.cmd_buffer.pop_back();
new_cmd_buffer_count += ch.cmd_buffer.Size;
new_idx_buffer_count += ch.idx_buffer.Size;
ImDrawChannel& ch = _Channels[i];
if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
ch.CmdBuffer.pop_back();
new_cmd_buffer_count += ch.CmdBuffer.Size;
new_idx_buffer_count += ch.IdxBuffer.Size;
}
cmd_buffer.resize(cmd_buffer.Size + new_cmd_buffer_count);
idx_buffer.resize(idx_buffer.Size + new_idx_buffer_count);
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
ImDrawCmd* cmd_write = cmd_buffer.Data + cmd_buffer.Size - new_cmd_buffer_count;
idx_write = idx_buffer.Data + idx_buffer.Size - new_idx_buffer_count;
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < channel_count; i++)
{
ImDrawChannel& ch = channels[i];
if (int sz = ch.cmd_buffer.Size) { memcpy(cmd_write, ch.cmd_buffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch.idx_buffer.Size) { memcpy(idx_write, ch.idx_buffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
ImDrawChannel& ch = _Channels[i];
if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
}
AddDrawCmd();
}
void ImDrawList::ChannelsSetCurrent(int idx)
{
if (channel_current == idx) return;
memcpy(&channels.Data[channel_current].cmd_buffer, &cmd_buffer, sizeof(cmd_buffer));
memcpy(&channels.Data[channel_current].idx_buffer, &idx_buffer, sizeof(idx_buffer));
channel_current = idx;
memcpy(&cmd_buffer, &channels.Data[channel_current].cmd_buffer, sizeof(cmd_buffer));
memcpy(&idx_buffer, &channels.Data[channel_current].idx_buffer, sizeof(idx_buffer));
idx_write = idx_buffer.Data + idx_buffer.Size;
if (_ChannelCurrent == idx) return;
memcpy(&_Channels.Data[_ChannelCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer));
memcpy(&_Channels.Data[_ChannelCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
_ChannelCurrent = idx;
memcpy(&CmdBuffer, &_Channels.Data[_ChannelCurrent].CmdBuffer, sizeof(CmdBuffer));
memcpy(&IdxBuffer, &_Channels.Data[_ChannelCurrent].IdxBuffer, sizeof(IdxBuffer));
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
}
void ImDrawList::UpdateClipRect()
{
ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
if (!current_cmd || (current_cmd->elem_count != 0) || current_cmd->user_callback != NULL)
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
{
AddDrawCmd();
}
else
{
ImVec4 current_clip_rect = clip_rect_stack.Size ? clip_rect_stack.back() : GNullClipRect;
if (cmd_buffer.Size >= 2 && ImLengthSqr(cmd_buffer.Data[cmd_buffer.Size-2].clip_rect - current_clip_rect) < 0.00001f)
cmd_buffer.pop_back();
ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
CmdBuffer.pop_back();
else
current_cmd->clip_rect = current_clip_rect;
current_cmd->ClipRect = current_clip_rect;
}
}
// Scissoring. The values in clip_rect are x1, y1, x2, y2.
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
{
clip_rect_stack.push_back(clip_rect);
_ClipRectStack.push_back(clip_rect);
UpdateClipRect();
}
@ -9119,46 +9121,46 @@ void ImDrawList::PushClipRectFullScreen()
void ImDrawList::PopClipRect()
{
IM_ASSERT(clip_rect_stack.Size > 0);
clip_rect_stack.pop_back();
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back();
UpdateClipRect();
}
void ImDrawList::UpdateTextureID()
{
ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
const ImTextureID texture_id = texture_id_stack.Size ? texture_id_stack.back() : NULL;
if (!current_cmd || (current_cmd->elem_count != 0 && current_cmd->texture_id != texture_id) || current_cmd->user_callback != NULL)
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
AddDrawCmd();
else
current_cmd->texture_id = texture_id;
current_cmd->TextureId = texture_id;
}
void ImDrawList::PushTextureID(const ImTextureID& texture_id)
{
texture_id_stack.push_back(texture_id);
_TextureIdStack.push_back(texture_id);
UpdateTextureID();
}
void ImDrawList::PopTextureID()
{
IM_ASSERT(texture_id_stack.Size > 0);
texture_id_stack.pop_back();
IM_ASSERT(_TextureIdStack.Size > 0);
_TextureIdStack.pop_back();
UpdateTextureID();
}
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
ImDrawCmd& draw_cmd = cmd_buffer.Data[cmd_buffer.Size-1];
draw_cmd.elem_count += idx_count;
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
draw_cmd.ElemCount += idx_count;
int vtx_buffer_size = vtx_buffer.Size;
vtx_buffer.resize(vtx_buffer_size + vtx_count);
vtx_write = vtx_buffer.Data + vtx_buffer_size;
int vtx_buffer_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
int idx_buffer_size = idx_buffer.Size;
idx_buffer.resize(idx_buffer_size + idx_count);
idx_write = idx_buffer.Data + idx_buffer_size;
int idx_buffer_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
}
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
@ -9166,15 +9168,15 @@ void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
const ImVec2 b(c.x, a.y);
const ImVec2 d(a.x, c.y);
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write[3].pos = d; vtx_write[3].uv = uv; vtx_write[3].col = col;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
@ -9183,15 +9185,15 @@ void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a
const ImVec2 d(a.x, c.y);
const ImVec2 uv_b(uv_c.x, uv_a.y);
const ImVec2 uv_d(uv_a.x, uv_c.y);
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col;
vtx_write[3].pos = d; vtx_write[3].uv = uv_d; vtx_write[3].col = col;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, bool anti_aliased)
@ -9218,8 +9220,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const int idx_count = count*12;
const int vtx_count = points_count*3;
PrimReserve(idx_count, vtx_count);
unsigned int vtx_inner_idx = vtx_current_idx+1;
unsigned int vtx_outer_idx = vtx_current_idx+2;
unsigned int vtx_inner_idx = _VtxCurrentIdx+1;
unsigned int vtx_outer_idx = _VtxCurrentIdx+2;
// Temporary buffer
ImVec2* temp_inner = (ImVec2*)alloca(points_count * 3 * sizeof(ImVec2));
@ -9267,22 +9269,22 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
temp_inner[i2] = points[i2] - dm;
// Add indexes
idx_write[0] = (ImDrawIdx)(vtx_current_idx + i2*3); idx_write[1] = (ImDrawIdx)(vtx_current_idx + i1*3); idx_write[2] = (ImDrawIdx)(vtx_outer_idx + i1*3);
idx_write[3] = (ImDrawIdx)(vtx_outer_idx + i1*3); idx_write[4] = (ImDrawIdx)(vtx_outer_idx + i2*3); idx_write[5] = (ImDrawIdx)(vtx_current_idx + i2*3);
idx_write[6] = (ImDrawIdx)(vtx_inner_idx + i2*3); idx_write[7] = (ImDrawIdx)(vtx_inner_idx + i1*3); idx_write[8] = (ImDrawIdx)(vtx_current_idx + i1*3);
idx_write[9] = (ImDrawIdx)(vtx_current_idx + i1*3); idx_write[10]= (ImDrawIdx)(vtx_current_idx + i2*3); idx_write[11]= (ImDrawIdx)(vtx_inner_idx + i2*3);
idx_write += 12;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + i1*3);
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + i1*3); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + i2*3); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + i2*3);
_IdxWritePtr[6] = (ImDrawIdx)(vtx_inner_idx + i2*3); _IdxWritePtr[7] = (ImDrawIdx)(vtx_inner_idx + i1*3); _IdxWritePtr[8] = (ImDrawIdx)(_VtxCurrentIdx + i1*3);
_IdxWritePtr[9] = (ImDrawIdx)(_VtxCurrentIdx + i1*3); _IdxWritePtr[10]= (ImDrawIdx)(_VtxCurrentIdx + i2*3); _IdxWritePtr[11]= (ImDrawIdx)(vtx_inner_idx + i2*3);
_IdxWritePtr += 12;
}
// Add vertexes
for (int i = 0; i < points_count; i++)
{
vtx_write[0].pos = points[i]; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos = temp_inner[i]; vtx_write[1].uv = uv; vtx_write[1].col = col_trans;
vtx_write[2].pos = temp_outer[i]; vtx_write[2].uv = uv; vtx_write[2].col = col_trans;
vtx_write += 3;
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = temp_inner[i]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
_VtxWritePtr[2].pos = temp_outer[i]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
_VtxWritePtr += 3;
}
vtx_current_idx += (ImDrawIdx)vtx_count;
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
@ -9301,16 +9303,16 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const float dx = diff.x * 0.5f;
const float dy = diff.y * 0.5f;
vtx_write[0].pos.x = p1.x + dy; vtx_write[0].pos.y = p1.y - dx; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos.x = p2.x + dy; vtx_write[1].pos.y = p2.y - dx; vtx_write[1].uv = uv; vtx_write[1].col = col;
vtx_write[2].pos.x = p2.x - dy; vtx_write[2].pos.y = p2.y + dx; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write[3].pos.x = p1.x - dy; vtx_write[3].pos.y = p1.y + dx; vtx_write[3].uv = uv; vtx_write[3].col = col;
vtx_write += 4;
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
idx_write += 6;
vtx_current_idx += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
@ -9331,12 +9333,12 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = vtx_current_idx;
unsigned int vtx_outer_idx = vtx_current_idx+1;
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx+1;
for (int i = 2; i < points_count; i++)
{
idx_write[0] = (ImDrawIdx)(vtx_inner_idx); idx_write[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); idx_write[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
idx_write += 3;
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
_IdxWritePtr += 3;
}
// Compute normals
@ -9367,16 +9369,16 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
dm *= AA_SIZE * 0.5f;
// Add vertices
vtx_write[0].pos = (points[i1] - dm); vtx_write[0].uv = uv; vtx_write[0].col = col; // Inner
vtx_write[1].pos = (points[i1] + dm); vtx_write[1].uv = uv; vtx_write[1].col = col_trans; // Outer
vtx_write += 2;
_VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
idx_write[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); idx_write[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); idx_write[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
idx_write[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); idx_write[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); idx_write[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
idx_write += 6;
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
_IdxWritePtr += 6;
}
vtx_current_idx += (ImDrawIdx)vtx_count;
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
@ -9386,15 +9388,15 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
vtx_write[0].pos = points[i]; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write++;
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
for (int i = 2; i < points_count; i++)
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+i-1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+i);
idx_write += 3;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
_IdxWritePtr += 3;
}
vtx_current_idx += (ImDrawIdx)vtx_count;
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
@ -9417,15 +9419,15 @@ void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int
if (amin > amax) return;
if (radius == 0.0f)
{
path.push_back(centre);
_Path.push_back(centre);
}
else
{
path.reserve(path.Size + (amax - amin + 1));
_Path.reserve(_Path.Size + (amax - amin + 1));
for (int a = amin; a <= amax; a++)
{
const ImVec2& c = circle_vtx[a % circle_vtx_count];
path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
}
}
}
@ -9433,12 +9435,12 @@ void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int
void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
{
if (radius == 0.0f)
path.push_back(centre);
path.reserve(path.Size + (num_segments + 1));
_Path.push_back(centre);
_Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++)
{
const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
path.push_back(ImVec2(centre.x + cosf(a + IM_PI) * radius, centre.y + sinf(a + IM_PI) * radius));
_Path.push_back(ImVec2(centre.x + cosf(a + IM_PI) * radius, centre.y + sinf(a + IM_PI) * radius));
}
}
@ -9541,17 +9543,17 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (text_begin == text_end)
return;
IM_ASSERT(font->ContainerAtlas->TexID == texture_id_stack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
// reserve vertices for worse case
const int char_count = (int)(text_end - text_begin);
const int vtx_count_max = char_count * 4;
const int idx_count_max = char_count * 6;
const int vtx_begin = vtx_buffer.Size;
const int idx_begin = idx_buffer.Size;
const int vtx_begin = VtxBuffer.Size;
const int idx_begin = IdxBuffer.Size;
PrimReserve(idx_count_max, vtx_count_max);
ImVec4 clip_rect = clip_rect_stack.back();
ImVec4 clip_rect = _ClipRectStack.back();
if (cpu_fine_clip_rect)
{
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
@ -9563,14 +9565,14 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
// give back unused vertices
// FIXME-OPT
vtx_buffer.resize((int)(vtx_write - vtx_buffer.Data));
idx_buffer.resize((int)(idx_write - idx_buffer.Data));
int vtx_unused = vtx_count_max - (vtx_buffer.Size - vtx_begin);
int idx_unused = idx_count_max - (idx_buffer.Size - idx_begin);
cmd_buffer.back().elem_count -= idx_unused;
vtx_write -= vtx_unused;
idx_write -= idx_unused;
vtx_current_idx = (ImDrawIdx)vtx_buffer.Size;
VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
int idx_unused = idx_count_max - (IdxBuffer.Size - idx_begin);
CmdBuffer.back().ElemCount -= idx_unused;
_VtxWritePtr -= vtx_unused;
_IdxWritePtr -= idx_unused;
_VtxCurrentIdx = (ImDrawIdx)VtxBuffer.Size;
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
@ -9579,7 +9581,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
return;
// FIXME-OPT: This is wasting draw calls.
const bool push_texture_id = texture_id_stack.empty() || user_texture_id != texture_id_stack.back();
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
@ -9598,18 +9600,18 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
void ImDrawData::DeIndexAllBuffers()
{
ImVector<ImDrawVert> new_vtx_buffer;
total_vtx_count = total_idx_count = 0;
for (int i = 0; i < cmd_lists_count; i++)
TotalVtxCount = TotalIdxCount = 0;
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = cmd_lists[i];
if (cmd_list->idx_buffer.empty())
ImDrawList* cmd_list = CmdLists[i];
if (cmd_list->IdxBuffer.empty())
continue;
new_vtx_buffer.resize(cmd_list->idx_buffer.Size);
for (int i = 0; i < cmd_list->idx_buffer.Size; i++)
new_vtx_buffer[i] = cmd_list->vtx_buffer[cmd_list->idx_buffer[i]];
cmd_list->vtx_buffer.swap(new_vtx_buffer);
cmd_list->idx_buffer.resize(0);
total_vtx_count += cmd_list->vtx_buffer.Size;
new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
new_vtx_buffer[i] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
cmd_list->VtxBuffer.swap(new_vtx_buffer);
cmd_list->IdxBuffer.resize(0);
TotalVtxCount += cmd_list->VtxBuffer.Size;
}
}
@ -10626,9 +10628,9 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
ImDrawVert* vtx_write = draw_list->vtx_write;
ImDrawIdx* idx_write = draw_list->idx_write;
unsigned int vtx_current_idx = draw_list->vtx_current_idx;
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
const char* s = text_begin;
if (!word_wrap_enabled && y + line_height < clip_rect.y)
@ -10761,9 +10763,9 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
x += char_width;
}
draw_list->vtx_write = vtx_write;
draw_list->vtx_current_idx = vtx_current_idx;
draw_list->idx_write = idx_write;
draw_list->_VtxWritePtr = vtx_write;
draw_list->_VtxCurrentIdx = vtx_current_idx;
draw_list->_IdxWritePtr = idx_write;
}
//-----------------------------------------------------------------------------
@ -12295,7 +12297,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
{
static void NodeDrawList(ImDrawList* draw_list, const char* label)
{
bool node_opened = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->owner_name ? draw_list->owner_name : "", draw_list->vtx_buffer.Size, draw_list->idx_buffer.Size, draw_list->cmd_buffer.Size);
bool node_opened = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
if (draw_list == ImGui::GetWindowDrawList())
{
ImGui::SameLine();
@ -12305,18 +12307,18 @@ void ImGui::ShowMetricsWindow(bool* opened)
return;
int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->cmd_buffer.begin(); pcmd < draw_list->cmd_buffer.end(); elem_offset += pcmd->elem_count, pcmd++)
if (pcmd->user_callback)
ImGui::BulletText("Callback %p, user_data %p", pcmd->user_callback, pcmd->user_callback_data);
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
if (pcmd->UserCallback)
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
else
{
ImGui::BulletText("Draw %d indexed vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->elem_count, pcmd->texture_id, pcmd->clip_rect.x, pcmd->clip_rect.y, pcmd->clip_rect.z, pcmd->clip_rect.w);
ImGui::BulletText("Draw %d indexed vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
if (show_clip_rects && ImGui::IsItemHovered())
{
ImRect clip_rect = pcmd->clip_rect;
ImRect clip_rect = pcmd->ClipRect;
ImRect vtxs_rect;
for (int i = elem_offset; i < elem_offset + (int)pcmd->elem_count; i++)
vtxs_rect.Add(draw_list->vtx_buffer[draw_list->idx_buffer[i]].pos);
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[draw_list->IdxBuffer[i]].pos);
GImGui->OverlayDrawList.PushClipRectFullScreen();
clip_rect.Round(); GImGui->OverlayDrawList.AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
vtxs_rect.Round(); GImGui->OverlayDrawList.AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));

62
imgui.h
View File

@ -982,8 +982,8 @@ struct ImGuiListClipper
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
// The expected behavior from your rendering loop is:
// if (cmd.user_callback != NULL)
// cmd.user_callback(parent_list, cmd);
// if (cmd.UserCallback != NULL)
// cmd.UserCallback(parent_list, cmd);
// else
// RenderTriangles()
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
@ -992,11 +992,11 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
struct ImDrawCmd
{
unsigned int elem_count; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* user_callback_data; // The draw callback code can access this.
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this.
};
// Vertex index
@ -1020,8 +1020,8 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
struct ImDrawChannel
{
ImVector<ImDrawCmd> cmd_buffer;
ImVector<ImDrawIdx> idx_buffer;
ImVector<ImDrawCmd> CmdBuffer;
ImVector<ImDrawIdx> IdxBuffer;
};
// Draw command list
@ -1034,22 +1034,22 @@ struct ImDrawChannel
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
// [Internal, used while building lists]
const char* owner_name; // Pointer to owner window's name (if any) for debugging
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
unsigned int vtx_current_idx; // [Internal] == vtx_buffer.Size
ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImVector<ImVec2> path; // [Internal] current path building
int channel_current; //
ImVector<ImDrawChannel> channels; // [Internal] draw channels for layering or columns API
const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
int _ChannelCurrent; // [Internal] current channel number (0)
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
ImDrawList() { owner_name = NULL; Clear(); }
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void Clear();
IMGUI_API void ClearFreeMemory();
@ -1072,16 +1072,16 @@ struct ImDrawList
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
// Stateful path API, add points then finish with PathFill() or PathStroke()
inline void PathClear() { path.resize(0); }
inline void PathLineTo(const ImVec2& p) { path.push_back(p); }
inline void PathClear() { _Path.resize(0); }
inline void PathLineTo(const ImVec2& p) { _Path.push_back(p); }
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
inline void PathFill(ImU32 col) { AddConvexPolyFilled(path.Data, path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed) { AddPolyline(path.Data, path.Size, col, closed, true); PathClear(); }
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed) { AddPolyline(_Path.Data, _Path.Size, col, closed, true); PathClear(); }
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API void ChannelsSplit(int channel_count);
IMGUI_API void ChannelsMerge(int channel_count);
@ -1098,10 +1098,10 @@ struct ImDrawList
// All draw data to render an ImGui frame
struct ImDrawData
{
ImDrawList** cmd_lists;
int cmd_lists_count;
int total_vtx_count; // For convenience, sum of all cmd_lists vtx_buffer.Size
int total_idx_count; // For convenience, sum of all cmd_lists idx_buffer.Size
ImDrawList** CmdLists;
int CmdListsCount;
int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
// Functions
void DeIndexAllBuffers(); // 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!