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

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!