Updated ImGui.

This commit is contained in:
Бранимир Караџић 2020-06-10 21:57:42 -07:00
parent d9fbe0f1db
commit 77557f9c72
5 changed files with 22 additions and 34 deletions

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@ -4170,12 +4170,7 @@ static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_da
}
}
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use a more
// specialized code path to added extraneous updates of the underlying ImDrawCmd.
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
ImGuiWindow* window = GetCurrentWindow();

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@ -2075,6 +2075,7 @@ struct ImDrawList
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
};
// All draw data to render a Dear ImGui frame

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@ -514,6 +514,21 @@ void ImDrawList::_OnChangedTextureID()
curr_cmd->TextureId = _CmdHeader.TextureId;
}
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
// 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)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{
@ -570,8 +585,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
_CmdHeader.VtxOffset = VtxBuffer.Size;
_VtxCurrentIdx = 0;
AddDrawCmd();
_OnChangedVtxOffset();
}
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];

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@ -435,7 +435,6 @@ struct IMGUI_API ImRect
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
};
// Helper: ImBitArray

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@ -7564,11 +7564,6 @@ void ImGui::PushColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
// Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
//if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PushColumnsBackground()\n");
window->DrawList->_CmdHeader.ClipRect = columns->HostClipRect.ToVec4();
columns->Splitter.SetCurrentChannel(window->DrawList, 0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
@ -7582,12 +7577,6 @@ void ImGui::PopColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
// Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
//if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PopColumnsBackground()\n");
ImVec4 pop_clip_rect = window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 2];
window->DrawList->_CmdHeader.ClipRect = pop_clip_rect;
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
PopClipRect();
}
@ -7710,22 +7699,11 @@ void ImGui::NextColumn()
return;
}
PopItemWidth();
// Next column
if (++columns->Current == columns->Count)
columns->Current = 0;
// As a small optimization, to avoid doing PopClipRect() + SetCurrentChannel() + PushClipRect()
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
// We use a shortcut: we override ClipRect in window and drawlist's CmdHeader + SetCurrentChannel().
ImGuiColumnData* column = &columns->Columns[columns->Current];
window->ClipRect = column->ClipRect;
window->DrawList->_CmdHeader.ClipRect = column->ClipRect.ToVec4();
//PopClipRect();
PopClipRect();
const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (columns->Current > 0)
if (++columns->Current < columns->Count)
{
// Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked?
@ -7738,6 +7716,7 @@ void ImGui::NextColumn()
// Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
columns->Splitter.SetCurrentChannel(window->DrawList, 1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -7745,7 +7724,7 @@ void ImGui::NextColumn()
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f;
//PushColumnClipRect(columns->Current);
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current);