mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-10-31 13:11:05 +01:00 
			
		
		
		
	Sorting of windows for render doesn't do 3 pass stupidly. Made code a little closer to what it should become with a layering system
This commit is contained in:
		
							
								
								
									
										72
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										72
									
								
								imgui.cpp
									
									
									
									
									
								
							| @@ -1124,7 +1124,7 @@ struct ImGuiState | ||||
|     ImGuiSetCond            SetNextTreeNodeOpenedCond; | ||||
|  | ||||
|     // Render | ||||
|     ImVector<ImDrawList*>   RenderDrawLists; | ||||
|     ImVector<ImDrawList*>   RenderDrawLists[3]; | ||||
|  | ||||
|     // Mouse cursor | ||||
|     ImGuiMouseCursor        MouseCursor; | ||||
| @@ -1643,24 +1643,24 @@ void ImGuiWindow::FocusItemUnregister() | ||||
|     FocusIdxTabCounter--; | ||||
| } | ||||
|  | ||||
| static inline void AddDrawListToRenderList(ImDrawList* draw_list) | ||||
| static inline void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list) | ||||
| { | ||||
|     if (!draw_list->commands.empty() && !draw_list->vtx_buffer.empty()) | ||||
|     { | ||||
|         if (draw_list->commands.back().vtx_count == 0) | ||||
|             draw_list->commands.pop_back(); | ||||
|         GImGui->RenderDrawLists.push_back(draw_list); | ||||
|         out_render_list.push_back(draw_list); | ||||
|     } | ||||
| } | ||||
|  | ||||
| static void AddWindowToRenderList(ImGuiWindow* window) | ||||
| static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window) | ||||
| { | ||||
|     AddDrawListToRenderList(window->DrawList); | ||||
|     AddDrawListToRenderList(out_render_list, window->DrawList); | ||||
|     for (size_t i = 0; i < window->DC.ChildWindows.size(); i++) | ||||
|     { | ||||
|         ImGuiWindow* child = window->DC.ChildWindows[i]; | ||||
|         if (child->Visible)                 // clipped children may have been marked not Visible | ||||
|             AddWindowToRenderList(child); | ||||
|             AddWindowToRenderList(out_render_list, child); | ||||
|     } | ||||
| } | ||||
|  | ||||
| @@ -2020,6 +2020,7 @@ void ImGui::Shutdown() | ||||
|         ImGui::MemFree(g.Windows[i]); | ||||
|     } | ||||
|     g.Windows.clear(); | ||||
|     g.WindowsSortBuffer.clear(); | ||||
|     g.CurrentWindowStack.clear(); | ||||
|     g.FocusedWindow = NULL; | ||||
|     g.HoveredWindow = NULL; | ||||
| @@ -2033,8 +2034,8 @@ void ImGui::Shutdown() | ||||
|     g.ColorModifiers.clear(); | ||||
|     g.StyleModifiers.clear(); | ||||
|     g.FontStack.clear(); | ||||
|     g.RenderDrawLists.clear(); | ||||
|     g.WindowsSortBuffer.clear(); | ||||
|     for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) | ||||
|         g.RenderDrawLists[i].clear(); | ||||
|     g.MouseCursorDrawList.ClearFreeMemory(); | ||||
|     g.ColorEditModeStorage.Clear(); | ||||
|     if (g.PrivateClipboard) | ||||
| @@ -2073,9 +2074,9 @@ static int ChildWindowComparer(const void* lhs, const void* rhs) | ||||
|     return 0; | ||||
| } | ||||
|  | ||||
| static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& sorted_windows) | ||||
| static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window) | ||||
| { | ||||
|     sorted_windows.push_back(window); | ||||
|     out_sorted_windows.push_back(window); | ||||
|     if (window->Visible) | ||||
|     { | ||||
|         const size_t count = window->DC.ChildWindows.size(); | ||||
| @@ -2085,7 +2086,7 @@ static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& | ||||
|         { | ||||
|             ImGuiWindow* child = window->DC.ChildWindows[i]; | ||||
|             if (child->Visible) | ||||
|                 AddWindowToSortedBuffer(child, sorted_windows); | ||||
|                 AddWindowToSortedBuffer(out_sorted_windows, child); | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @@ -2150,7 +2151,7 @@ void ImGui::Render() | ||||
|             if (window->Flags & ImGuiWindowFlags_ChildWindow)           // if a child is visible its parent will add it | ||||
|                 if (window->Visible) | ||||
|                     continue; | ||||
|             AddWindowToSortedBuffer(window, g.WindowsSortBuffer); | ||||
|             AddWindowToSortedBuffer(g.WindowsSortBuffer, window); | ||||
|         } | ||||
|         IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size());    // we done something wrong | ||||
|         g.Windows.swap(g.WindowsSortBuffer); | ||||
| @@ -2174,25 +2175,37 @@ void ImGui::Render() | ||||
|         } | ||||
|  | ||||
|         // Gather windows to render | ||||
|         // FIXME-OPT: Rework this in a more performance conscious way. | ||||
|         g.RenderDrawLists.resize(0); | ||||
|         for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) | ||||
|             g.RenderDrawLists[i].resize(0); | ||||
|         for (size_t i = 0; i != g.Windows.size(); i++) | ||||
|         { | ||||
|             ImGuiWindow* window = g.Windows[i]; | ||||
|             if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) == 0) | ||||
|                 AddWindowToRenderList(window); | ||||
|             if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) | ||||
|             { | ||||
|                 // FIXME: Generalize this with a proper layering system so we can stack. | ||||
|                 if (window->Flags & ImGuiWindowFlags_Popup) | ||||
|                     AddWindowToRenderList(g.RenderDrawLists[1], window); | ||||
|                 else if (window->Flags & ImGuiWindowFlags_Tooltip) | ||||
|                     AddWindowToRenderList(g.RenderDrawLists[2], window); | ||||
|                 else | ||||
|                     AddWindowToRenderList(g.RenderDrawLists[0], window); | ||||
|             } | ||||
|         } | ||||
|         for (size_t i = 0; i != g.Windows.size(); i++) | ||||
|  | ||||
|         // Flatten layers | ||||
|         size_t n = g.RenderDrawLists[0].size(); | ||||
|         size_t flattened_size = n; | ||||
|         for (size_t i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) | ||||
|             flattened_size += g.RenderDrawLists[i].size(); | ||||
|         g.RenderDrawLists[0].resize(flattened_size); | ||||
|         for (size_t i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) | ||||
|         { | ||||
|             ImGuiWindow* window = g.Windows[i]; | ||||
|             if (window->Visible && (window->Flags & ImGuiWindowFlags_Popup) != 0) | ||||
|                 AddWindowToRenderList(window); | ||||
|         } | ||||
|         for (size_t i = 0; i != g.Windows.size(); i++) | ||||
|         { | ||||
|             ImGuiWindow* window = g.Windows[i]; | ||||
|             if (window->Visible && (window->Flags & ImGuiWindowFlags_Tooltip) != 0) | ||||
|                 AddWindowToRenderList(window); | ||||
|             ImVector<ImDrawList*>& layer = g.RenderDrawLists[i]; | ||||
|             if (!layer.empty()) | ||||
|             { | ||||
|                 memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.size() * sizeof(ImDrawList*)); | ||||
|                 n += layer.size(); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         if (g.IO.MouseDrawCursor) | ||||
| @@ -2208,13 +2221,12 @@ void ImGui::Render() | ||||
|             g.MouseCursorDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFF000000); // Black border | ||||
|             g.MouseCursorDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill | ||||
|             g.MouseCursorDrawList.PopTextureID(); | ||||
|             AddDrawListToRenderList(&g.MouseCursorDrawList); | ||||
|             AddDrawListToRenderList(g.RenderDrawLists[0], &g.MouseCursorDrawList); | ||||
|         } | ||||
|  | ||||
|         // Render | ||||
|         if (!g.RenderDrawLists.empty()) | ||||
|             g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size()); | ||||
|         g.RenderDrawLists.resize(0); | ||||
|         if (!g.RenderDrawLists[0].empty()) | ||||
|             g.IO.RenderDrawListsFn(&g.RenderDrawLists[0][0], (int)g.RenderDrawLists[0].size()); | ||||
|     } | ||||
| } | ||||
|  | ||||
|   | ||||
		Reference in New Issue
	
	Block a user