ImDrawList: Fixed issues with channels split/merge. Functional without manually adding a draw cmd. + Removed unnecessary parameter to Channe
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@ -8566,7 +8566,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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ItemSize(ImVec2(0,0)); // Advance to column 0
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ImGui::PopItemWidth();
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PopClipRect();
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window->DrawList->ChannelsMerge(window->DC.ColumnsCount);
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window->DrawList->ChannelsMerge();
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window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
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window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
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11
imgui.h
11
imgui.h
@ -1015,6 +1015,8 @@ struct ImDrawCmd
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ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* UserCallbackData; // The draw callback code can access this.
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ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
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};
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// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
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@ -1066,8 +1068,9 @@ struct ImDrawList
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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int _ChannelCurrent; // [Internal] current channel number (0)
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ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
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int _ChannelsCurrent; // [Internal] current channel number (0)
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int _ChannelsCount; // [Internal] number of active channels (1+)
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ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
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ImDrawList() { _OwnerName = NULL; Clear(); }
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~ImDrawList() { ClearFreeMemory(); }
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@ -1105,8 +1108,8 @@ struct ImDrawList
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// Advanced
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IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
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IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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IMGUI_API void ChannelsSplit(int channel_count);
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IMGUI_API void ChannelsMerge(int channel_count);
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IMGUI_API void ChannelsSplit(int channels_count);
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IMGUI_API void ChannelsMerge();
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IMGUI_API void ChannelsSetCurrent(int idx);
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// Internal helpers
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@ -85,7 +85,7 @@ using namespace IMGUI_STB_NAMESPACE;
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// ImDrawList
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//-----------------------------------------------------------------------------
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static ImVec4 GNullClipRect(-9999.0f,-9999.0f, +9999.0f, +9999.0f);
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static ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
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void ImDrawList::Clear()
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{
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@ -98,7 +98,8 @@ void ImDrawList::Clear()
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_ClipRectStack.resize(0);
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_TextureIdStack.resize(0);
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_Path.resize(0);
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_ChannelCurrent = 0;
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_ChannelsCurrent = 0;
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_ChannelsCount = 1;
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// NB: Do not clear channels so our allocations are re-used after the first frame.
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}
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@ -113,7 +114,8 @@ void ImDrawList::ClearFreeMemory()
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_ClipRectStack.clear();
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_TextureIdStack.clear();
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_Path.clear();
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_ChannelCurrent = 0;
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_ChannelsCurrent = 0;
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_ChannelsCount = 1;
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for (int i = 0; i < _Channels.Size; i++)
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{
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if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
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@ -126,11 +128,8 @@ void ImDrawList::ClearFreeMemory()
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void ImDrawList::AddDrawCmd()
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{
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ImDrawCmd draw_cmd;
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draw_cmd.ElemCount = 0;
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draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
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draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
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draw_cmd.UserCallback = NULL;
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draw_cmd.UserCallbackData = NULL;
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IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
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CmdBuffer.push_back(draw_cmd);
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@ -151,24 +150,34 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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AddDrawCmd();
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}
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void ImDrawList::ChannelsSplit(int channel_count)
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void ImDrawList::ChannelsSplit(int channels_count)
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{
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IM_ASSERT(_ChannelCurrent == 0);
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IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
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int old_channels_count = _Channels.Size;
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if (old_channels_count < channel_count)
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_Channels.resize(channel_count);
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for (int i = 0; i < channel_count; i++)
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if (old_channels_count < channels_count)
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_Channels.resize(channels_count);
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_ChannelsCount = channels_count;
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for (int i = 0; i < channels_count; i++)
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{
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if (i >= old_channels_count)
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new(&_Channels[i]) ImDrawChannel();
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else
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else if (i > 0)
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_Channels[i].CmdBuffer.resize(0), _Channels[i].IdxBuffer.resize(0);
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if (_Channels[i].CmdBuffer.Size == 0)
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{
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ImDrawCmd draw_cmd;
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draw_cmd.ClipRect = _ClipRectStack.back();
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draw_cmd.TextureId = _TextureIdStack.back();
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_Channels[i].CmdBuffer.push_back(draw_cmd);
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}
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}
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}
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void ImDrawList::ChannelsMerge(int channel_count)
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void ImDrawList::ChannelsMerge()
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{
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// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
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// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
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if (channel_count < 2)
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if (_ChannelsCount <= 1)
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return;
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ChannelsSetCurrent(0);
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@ -176,7 +185,7 @@ void ImDrawList::ChannelsMerge(int channel_count)
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CmdBuffer.pop_back();
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int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
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for (int i = 1; i < channel_count; i++)
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for (int i = 1; i < _ChannelsCount; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
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@ -189,23 +198,24 @@ void ImDrawList::ChannelsMerge(int channel_count)
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ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
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for (int i = 1; i < channel_count; i++)
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for (int i = 1; i < _ChannelsCount; i++)
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{
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ImDrawChannel& ch = _Channels[i];
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if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
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if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
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}
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AddDrawCmd();
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_ChannelsCount = 1;
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}
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void ImDrawList::ChannelsSetCurrent(int idx)
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{
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if (_ChannelCurrent == idx) return;
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memcpy(&_Channels.Data[_ChannelCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer));
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memcpy(&_Channels.Data[_ChannelCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
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_ChannelCurrent = idx;
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memcpy(&CmdBuffer, &_Channels.Data[_ChannelCurrent].CmdBuffer, sizeof(CmdBuffer));
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memcpy(&IdxBuffer, &_Channels.Data[_ChannelCurrent].IdxBuffer, sizeof(IdxBuffer));
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if (_ChannelsCurrent == idx) return;
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memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
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memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
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_ChannelsCurrent = idx;
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memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
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memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
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_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
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}
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