mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
ImDrawListSplitter: extracted out of ImDrawList. Down the line we may obsolete the ImDrawList functions and encourage users to store the splitter aside, in the meanwhile ImDrawList holds a splitter.
(This will allow columns/table to recurse.)
This commit is contained in:
215
imgui_draw.cpp
215
imgui_draw.cpp
@ -8,6 +8,7 @@ Index of this file:
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// [SECTION] STB libraries implementation
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// [SECTION] Style functions
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// [SECTION] ImDrawList
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// [SECTION] ImDrawListSplitter
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// [SECTION] ImDrawData
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// [SECTION] Helpers ShadeVertsXXX functions
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// [SECTION] ImFontConfig
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@ -372,9 +373,7 @@ void ImDrawList::Clear()
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_ClipRectStack.resize(0);
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_TextureIdStack.resize(0);
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_Path.resize(0);
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_ChannelsCurrent = 0;
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_ChannelsCount = 1;
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// NB: Do not clear channels so our allocations are re-used after the first frame.
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_Splitter.Clear();
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}
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void ImDrawList::ClearFreeMemory()
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@ -388,15 +387,7 @@ void ImDrawList::ClearFreeMemory()
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_ClipRectStack.clear();
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_TextureIdStack.clear();
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_Path.clear();
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_ChannelsCurrent = 0;
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_ChannelsCount = 1;
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for (int i = 0; i < _Channels.Size; i++)
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{
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if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
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_Channels[i].CmdBuffer.clear();
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_Channels[i].IdxBuffer.clear();
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}
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_Channels.clear();
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_Splitter.ClearFreeMemory();
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}
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ImDrawList* ImDrawList::CloneOutput() const
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@ -526,94 +517,6 @@ void ImDrawList::PopTextureID()
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UpdateTextureID();
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}
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void ImDrawList::ChannelsSplit(int channels_count)
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{
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IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
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int old_channels_count = _Channels.Size;
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if (old_channels_count < channels_count)
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_Channels.resize(channels_count);
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_ChannelsCount = channels_count;
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// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
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// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
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// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
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memset(&_Channels[0], 0, sizeof(ImDrawChannel));
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for (int i = 1; i < channels_count; i++)
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{
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if (i >= old_channels_count)
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{
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IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
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}
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else
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{
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_Channels[i].CmdBuffer.resize(0);
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_Channels[i].IdxBuffer.resize(0);
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}
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if (_Channels[i].CmdBuffer.Size == 0)
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{
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ImDrawCmd draw_cmd;
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draw_cmd.ClipRect = _ClipRectStack.back();
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draw_cmd.TextureId = _TextureIdStack.back();
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_Channels[i].CmdBuffer.push_back(draw_cmd);
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}
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}
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}
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void ImDrawList::ChannelsMerge()
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{
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// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
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if (_ChannelsCount <= 1)
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return;
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ChannelsSetCurrent(0);
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if (CmdBuffer.Size != 0 && CmdBuffer.back().ElemCount == 0)
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CmdBuffer.pop_back();
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// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
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int new_cmd_buffer_count = 0;
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int new_idx_buffer_count = 0;
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int idx_offset = (CmdBuffer.Size != 0) ? (CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount) : 0;
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for (int i = 1; i < _ChannelsCount; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
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ch.CmdBuffer.pop_back();
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new_cmd_buffer_count += ch.CmdBuffer.Size;
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new_idx_buffer_count += ch.IdxBuffer.Size;
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for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++)
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{
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ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
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idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount;
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}
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}
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CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
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IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
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// Flatten our N channels at the end of the first one.
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ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
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for (int i = 1; i < _ChannelsCount; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
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if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
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}
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UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
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_ChannelsCount = 1;
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}
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void ImDrawList::ChannelsSetCurrent(int idx)
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{
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IM_ASSERT(idx < _ChannelsCount);
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if (_ChannelsCurrent == idx) return;
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memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
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memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
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_ChannelsCurrent = idx;
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memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
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memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
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}
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// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
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void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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{
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@ -1287,6 +1190,118 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
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PopTextureID();
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}
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//-----------------------------------------------------------------------------
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// ImDrawListSplitter
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//-----------------------------------------------------------------------------
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// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
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//-----------------------------------------------------------------------------
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void ImDrawListSplitter::ClearFreeMemory()
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{
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for (int i = 0; i < _Channels.Size; i++)
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{
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if (i == _Current)
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memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
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_Channels[i].CmdBuffer.clear();
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_Channels[i].IdxBuffer.clear();
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}
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_Current = 0;
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_Count = 1;
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_Channels.clear();
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}
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void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
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{
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IM_ASSERT(_Current == 0 && _Count == 1);
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int old_channels_count = _Channels.Size;
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if (old_channels_count < channels_count)
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_Channels.resize(channels_count);
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_Count = channels_count;
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// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
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// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
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// When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
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memset(&_Channels[0], 0, sizeof(ImDrawChannel));
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for (int i = 1; i < channels_count; i++)
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{
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if (i >= old_channels_count)
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{
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IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
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}
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else
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{
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_Channels[i].CmdBuffer.resize(0);
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_Channels[i].IdxBuffer.resize(0);
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}
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if (_Channels[i].CmdBuffer.Size == 0)
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{
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ImDrawCmd draw_cmd;
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draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
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draw_cmd.TextureId = draw_list->_TextureIdStack.back();
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_Channels[i].CmdBuffer.push_back(draw_cmd);
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}
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}
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}
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void ImDrawListSplitter::Merge(ImDrawList* draw_list)
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{
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// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
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if (_Count <= 1)
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return;
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SetCurrentChannel(draw_list, 0);
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if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
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draw_list->CmdBuffer.pop_back();
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// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
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int new_cmd_buffer_count = 0;
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int new_idx_buffer_count = 0;
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int idx_offset = (draw_list->CmdBuffer.Size != 0) ? (draw_list->CmdBuffer.back().IdxOffset + draw_list->CmdBuffer.back().ElemCount) : 0;
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for (int i = 1; i < _Count; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
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ch.CmdBuffer.pop_back();
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new_cmd_buffer_count += ch.CmdBuffer.Size;
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new_idx_buffer_count += ch.IdxBuffer.Size;
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for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++)
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{
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ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
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idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount;
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}
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}
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draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
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draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
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// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
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ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
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ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
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for (int i = 1; i < _Count; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
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if (int sz = ch.IdxBuffer.Size) { memcpy(idx_write, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
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}
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draw_list->_IdxWritePtr = idx_write;
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draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
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_Count = 1;
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}
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void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
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{
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IM_ASSERT(idx < _Count);
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if (_Current == idx)
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return;
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// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
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memcpy(&_Channels.Data[_Current].CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
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memcpy(&_Channels.Data[_Current].IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
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_Current = idx;
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memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx].CmdBuffer, sizeof(draw_list->CmdBuffer));
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memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx].IdxBuffer, sizeof(draw_list->IdxBuffer));
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draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
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}
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//-----------------------------------------------------------------------------
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// [SECTION] ImDrawData
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//-----------------------------------------------------------------------------
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