mirror of https://github.com/ocornut/imgui
Window: child windows outer decorations (e.g. scrollbar) are rendered as part of their parent window, avoiding the creation of an extraneous draw command.
+ Metrics: inverted color of clip rect vs vertices bounding box when hovering a draw command, so the color matches the per-vertex preview.
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parent
afa3978ff6
commit
0770449630
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@ -35,6 +35,12 @@ HOW TO UPDATE?
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Breaking Changes:
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Breaking Changes:
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- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
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- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
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- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
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performed as part of their parent window, avoiding the creation of an extraneous draw commands.
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If you have overlapping child windows with decorations, and relied on their relative z-order to be
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mapped to submission their order, this will affect your rendering. The optimization is disabled
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if the parent window has no visual output because it appears to be the most common situation leading
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to the creation of overlapping child windows. Please reach out if you are affected by this change!
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Other Changes:
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Other Changes:
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- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
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- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
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@ -44,8 +50,6 @@ Other Changes:
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- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
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- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
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- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
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- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
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appear for a single frame after the resize.
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appear for a single frame after the resize.
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- Columns: Fixed Separator from creating an extraneous draw command. (#125)
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- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
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- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
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- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
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but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
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but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
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- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
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- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
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@ -74,6 +78,8 @@ Other Changes:
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loop with the horizontal contents size.
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loop with the horizontal contents size.
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- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
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- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
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horizontal area (previously only worked with an explicit contents size). (#125)
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horizontal area (previously only worked with an explicit contents size). (#125)
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- Columns: Fixed Separator from creating an extraneous draw command. (#125)
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- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
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- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
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- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
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collapsing/docking button to the other side of the title bar.
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collapsing/docking button to the other side of the title bar.
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- Style: Made window close button cross slightly smaller.
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- Style: Made window close button cross slightly smaller.
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25
imgui.cpp
25
imgui.cpp
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@ -369,6 +369,10 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
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overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
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This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
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Please reach out if you are affected.
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- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
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- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
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- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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@ -3768,7 +3772,7 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
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{
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{
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int count = window->DC.ChildWindows.Size;
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int count = window->DC.ChildWindows.Size;
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if (count > 1)
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if (count > 1)
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ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
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ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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ImGuiWindow* child = window->DC.ChildWindows[i];
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@ -5603,10 +5607,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
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}
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}
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// Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
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// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
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// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
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// We also disabled this when we have dimming overlay behind this specific one child.
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// FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
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bool render_decorations_in_parent = false;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
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if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
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render_decorations_in_parent = true;
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if (render_decorations_in_parent)
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window->DrawList = parent_window->DrawList;
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
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if (render_decorations_in_parent)
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window->DrawList = &window->DrawListInst;
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// Draw navigation selection/windowing rectangle border
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// Draw navigation selection/windowing rectangle border
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if (g.NavWindowingTargetAnim == window)
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if (g.NavWindowingTargetAnim == window)
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{
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{
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@ -9883,8 +9902,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImRect vtxs_rect;
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ImRect vtxs_rect;
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for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
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for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
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vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
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vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
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clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
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clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255));
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vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
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vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255));
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}
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}
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if (!pcmd_node_open)
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if (!pcmd_node_open)
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continue;
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continue;
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