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.
This commit is contained in:
omar 2019-05-10 17:24:22 +02:00
parent afa3978ff6
commit 0770449630
2 changed files with 30 additions and 5 deletions

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@ -35,6 +35,12 @@ HOW TO UPDATE?
Breaking Changes: Breaking Changes:
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
performed as part of their parent window, avoiding the creation of an extraneous draw commands.
If you have overlapping child windows with decorations, and relied on their relative z-order to be
mapped to submission their order, this will affect your rendering. The 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. Please reach out if you are affected by this change!
Other Changes: Other Changes:
- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
@ -44,8 +50,6 @@ Other Changes:
- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. - Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar - Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
appear for a single frame after the resize. appear for a single frame after the resize.
- Columns: Fixed Separator from creating an extraneous draw command. (#125)
- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting - Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
@ -74,6 +78,8 @@ Other Changes:
loop with the horizontal contents size. loop with the horizontal contents size.
- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full - Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
horizontal area (previously only worked with an explicit contents size). (#125) horizontal area (previously only worked with an explicit contents size). (#125)
- Columns: Fixed Separator from creating an extraneous draw command. (#125)
- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
collapsing/docking button to the other side of the title bar. collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller. - Style: Made window close button cross slightly smaller.

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@ -369,6 +369,10 @@ CODE
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. 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.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 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
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.
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.
Please reach out if you are affected.
- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
- 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. - 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.
@ -3768,7 +3772,7 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
{ {
int count = window->DC.ChildWindows.Size; int count = window->DC.ChildWindows.Size;
if (count > 1) if (count > 1)
ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
ImGuiWindow* child = window->DC.ChildWindows[i]; ImGuiWindow* child = window->DC.ChildWindows[i];
@ -5603,10 +5607,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
} }
// Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
// We also disabled this when we have dimming overlay behind this specific one child.
// 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.
bool render_decorations_in_parent = false;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
render_decorations_in_parent = true;
if (render_decorations_in_parent)
window->DrawList = parent_window->DrawList;
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
if (render_decorations_in_parent)
window->DrawList = &window->DrawListInst;
// Draw navigation selection/windowing rectangle border // Draw navigation selection/windowing rectangle border
if (g.NavWindowingTargetAnim == window) if (g.NavWindowingTargetAnim == window)
{ {
@ -9883,8 +9902,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImRect vtxs_rect; ImRect vtxs_rect;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255));
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255));
} }
if (!pcmd_node_open) if (!pcmd_node_open)
continue; continue;