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Reduced padding + unused storage in ImDrawList (224->192 bytes) + zero-init ImDrawListSplitter and ImDrawList
+ Readme tweak
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@ -196,7 +196,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
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- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
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- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
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*Double-chocolate and Salty caramel sponsors*
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*Double-chocolate and Salty caramel sponsors*
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
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From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
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From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
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18
imgui.h
18
imgui.h
@ -2006,7 +2006,15 @@ struct ImDrawVert
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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#endif
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// For use by ImDrawListSplitter.
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// [Internal] For use by ImDrawList
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struct ImDrawCmdHeader
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{
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ImVec4 ClipRect;
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ImTextureID TextureId;
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unsigned int VtxOffset;
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};
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// [Internal] For use by ImDrawListSplitter
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struct ImDrawChannel
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struct ImDrawChannel
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{
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{
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ImVector<ImDrawCmd> _CmdBuffer;
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ImVector<ImDrawCmd> _CmdBuffer;
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@ -2021,7 +2029,7 @@ struct ImDrawListSplitter
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int _Count; // Number of active channels (1+)
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int _Count; // Number of active channels (1+)
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ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
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ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
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inline ImDrawListSplitter() { Clear(); }
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inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
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inline ~ImDrawListSplitter() { ClearFreeMemory(); }
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inline ~ImDrawListSplitter() { ClearFreeMemory(); }
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inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
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inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void ClearFreeMemory();
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@ -2072,19 +2080,19 @@ struct ImDrawList
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ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
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ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
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// [Internal, used while building lists]
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// [Internal, used while building lists]
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unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
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const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
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const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
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const char* _OwnerName; // Pointer to owner window's name for debugging
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const char* _OwnerName; // Pointer to owner window's name for debugging
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unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
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ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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ImVector<ImVec2> _Path; // [Internal] current path building
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ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
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ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
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ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
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// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
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ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
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ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
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~ImDrawList() { _ClearFreeMemory(); }
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~ImDrawList() { _ClearFreeMemory(); }
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IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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@ -1692,9 +1692,9 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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bool MemoryCompacted; // Set when window extraneous data have been garbage collected
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int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
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int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
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int MemoryDrawListVtxCapacity;
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int MemoryDrawListVtxCapacity;
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bool MemoryCompacted; // Set when window extraneous data have been garbage collected
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public:
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public:
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ImGuiWindow(ImGuiContext* context, const char* name);
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ImGuiWindow(ImGuiContext* context, const char* name);
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