Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list
+ Merged 4 draw calls into one, should be merged at lower level.
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parent
efeeba99ca
commit
60f3cfbe98
32
imgui.cpp
32
imgui.cpp
@ -1207,7 +1207,6 @@ public:
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ImGuiID GetID(const char* str);
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ImGuiID GetID(const void* ptr);
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void AddToRenderList();
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bool FocusItemRegister(bool is_active, bool tab_stop = true); // Return true if focus is requested
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void FocusItemUnregister();
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@ -1600,21 +1599,24 @@ void ImGuiWindow::FocusItemUnregister()
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FocusIdxTabCounter--;
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}
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void ImGuiWindow::AddToRenderList()
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static inline void AddDrawListToRenderList(ImDrawList* draw_list)
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{
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ImGuiState& g = *GImGui;
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if (!DrawList->commands.empty() && !DrawList->vtx_buffer.empty())
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if (!draw_list->commands.empty() && !draw_list->vtx_buffer.empty())
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{
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if (DrawList->commands.back().vtx_count == 0)
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DrawList->commands.pop_back();
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g.RenderDrawLists.push_back(DrawList);
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if (draw_list->commands.back().vtx_count == 0)
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draw_list->commands.pop_back();
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GImGui->RenderDrawLists.push_back(draw_list);
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}
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for (size_t i = 0; i < DC.ChildWindows.size(); i++)
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}
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static void AddWindowToRenderList(ImGuiWindow* window)
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{
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AddDrawListToRenderList(window->DrawList);
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for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
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{
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ImGuiWindow* child = DC.ChildWindows[i];
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Visible) // clipped children may have been marked not Visible
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child->AddToRenderList();
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AddWindowToRenderList(child);
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}
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}
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@ -2123,13 +2125,13 @@ void ImGui::Render()
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
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window->AddToRenderList();
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AddWindowToRenderList(window);
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}
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for (size_t i = 0; i != g.Windows.size(); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Visible && (window->Flags & ImGuiWindowFlags_Tooltip))
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window->AddToRenderList();
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AddWindowToRenderList(window);
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}
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if (g.IO.MouseDrawCursor)
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@ -2140,11 +2142,13 @@ void ImGui::Render()
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const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
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static ImDrawList draw_list;
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draw_list.Clear();
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draw_list.PushTextureID(tex_id);
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draw_list.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
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draw_list.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
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draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0xFF000000); // Black border
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draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_WHITE * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_WHITE + size) * tex_uv_scale, 0xFFFFFFFF); // White fill
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g.RenderDrawLists.push_back(&draw_list);
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draw_list.PopTextureID();
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AddDrawListToRenderList(&draw_list);
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}
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// Render
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