mirror of https://github.com/ocornut/imgui
ImDrawData: changed CmdLists from raw array to ImVector<> owned by ImDrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
+ Metrics: avoid misleadingly iterating all layers of DrawDataBuilder as everything is flattened into Layers[0] at this point. # Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
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cc4c37dbac
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c649aca20a
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@ -39,9 +39,20 @@ Breaking changes:
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- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
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and often incorrect/misleading considering the existence of a higher-level
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input queue. (#4921)
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- ImDrawData: CmdLists[] arra is now owned, changed from 'ImDrawList**' to
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'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
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cannot compare to NULL nor reassign manually anymore.
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Instead use AddDrawList(). (#6406, #4879, #1878)
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Other changes:
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- ImDrawData: CmdLists[] array is now an ImVector<> owned by ImDrawData rather
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than a pointer to internal state.
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- This makes it easier for user to create their own or append to an existing draw data.
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(#6406, #4879, #1878)
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- This makes it easier to perform a deep-swap instead of a deep-copy, as array
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ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
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- Syntax and allocation count are otherwise identical.
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- Fixed CTRL+Tab dimming background assert when target window has a callback
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in the last ImDrawCmd. (#4857, #5937)
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- InputText: Fixed a case where deactivation frame would write to underlying
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56
imgui.cpp
56
imgui.cpp
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@ -399,6 +399,7 @@ CODE
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When you are not sure about an 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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- 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
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- 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
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- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
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- 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
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@ -4823,7 +4824,7 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = g.Viewports[0];
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g.IO.MetricsRenderWindows++;
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
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AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[layer], window->DrawList);
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for (int i = 0; i < window->DC.ChildWindows.Size; i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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@ -4845,36 +4846,36 @@ static inline void AddRootWindowToDrawData(ImGuiWindow* window)
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void ImDrawDataBuilder::FlattenIntoSingleLayer()
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{
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int n = Layers[0].Size;
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int size = n;
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int n = Layers[0]->Size;
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int full_size = n;
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for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
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size += Layers[i].Size;
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Layers[0].resize(size);
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full_size += Layers[i]->Size;
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Layers[0]->resize(full_size);
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for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
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{
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ImVector<ImDrawList*>& layer = Layers[layer_n];
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if (layer.empty())
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ImVector<ImDrawList*>* layer = Layers[layer_n];
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if (layer->empty())
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continue;
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memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
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n += layer.Size;
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layer.resize(0);
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memcpy(Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
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n += layer->Size;
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layer->resize(0);
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}
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}
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static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
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static void SetupViewportDrawData(ImGuiViewportP* viewport)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImDrawData* draw_data = &viewport->DrawDataP;
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draw_data->Valid = true;
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draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
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draw_data->CmdListsCount = draw_lists->Size;
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draw_data->CmdListsCount = draw_data->CmdLists.Size;
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draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
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draw_data->DisplayPos = viewport->Pos;
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draw_data->DisplaySize = viewport->Size;
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draw_data->FramebufferScale = io.DisplayFramebufferScale;
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for (int n = 0; n < draw_lists->Size; n++)
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draw_data->OwnerViewport = viewport;
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for (int n = 0; n < draw_data->CmdLists.Size; n++)
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{
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ImDrawList* draw_list = draw_lists->Data[n];
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ImDrawList* draw_list = draw_data->CmdLists[n];
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draw_list->_PopUnusedDrawCmd();
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draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
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draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
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@ -5099,9 +5100,9 @@ void ImGui::Render()
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for (int n = 0; n != g.Viewports.Size; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->DrawDataBuilder.Clear();
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viewport->DrawDataBuilder.Setup(&viewport->DrawDataP);
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if (viewport->DrawLists[0] != NULL)
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
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AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
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}
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// Draw modal/window whitening backgrounds
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@ -5136,9 +5137,9 @@ void ImGui::Render()
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// Add foreground ImDrawList (for each active viewport)
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if (viewport->DrawLists[1] != NULL)
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
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AddDrawListToDrawData(viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
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SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
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SetupViewportDrawData(viewport);
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ImDrawData* draw_data = &viewport->DrawDataP;
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g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
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g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
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@ -13862,7 +13863,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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// DrawLists
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int drawlist_count = 0;
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for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
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drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
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drawlist_count += g.Viewports[viewport_i]->DrawDataP.CmdLists.Size;
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if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
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{
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Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
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@ -13870,9 +13871,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
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{
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ImGuiViewportP* viewport = g.Viewports[viewport_i];
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for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
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DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
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DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
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}
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TreePop();
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}
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@ -14204,9 +14204,10 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
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}
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// [DEBUG] Display contents of ImDrawList
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void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
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void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
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{
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ImGuiContext& g = *GImGui;
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IM_UNUSED(viewport); // Used in docking branch
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ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
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int cmd_count = draw_list->CmdBuffer.Size;
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if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
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@ -14495,9 +14496,8 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
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(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
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(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
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(flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
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for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
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DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
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for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
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DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
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TreePop();
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}
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}
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@ -14525,7 +14525,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
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TextDisabled("Note: some memory buffers have been compacted/freed.");
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ImGuiWindowFlags flags = window->Flags;
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DebugNodeDrawList(window, window->DrawList, "DrawList");
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DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
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BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
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BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
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(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
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21
imgui.h
21
imgui.h
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@ -25,7 +25,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.8 WIP"
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#define IMGUI_VERSION_NUM 18972
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#define IMGUI_VERSION_NUM 18973
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#define IMGUI_HAS_TABLE
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/*
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// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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int CmdListsCount; // Number of ImDrawList* to render
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
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ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
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ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
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ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
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ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
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// Functions
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ImDrawData() { Clear(); }
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void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void Clear();
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IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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@ -1808,6 +1808,15 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
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// [SECTION] ImDrawData
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//-----------------------------------------------------------------------------
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void ImDrawData::Clear()
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{
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Valid = false;
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CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
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CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
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DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
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OwnerViewport = NULL;
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}
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// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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void ImDrawData::DeIndexAllBuffers()
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{
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@ -772,11 +772,11 @@ struct IMGUI_API ImDrawListSharedData
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struct ImDrawDataBuilder
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{
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ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
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ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
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ImVector<ImDrawList*> LayerData1;
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
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ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }
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void Setup(ImDrawData* draw_data) { Layers[0] = &draw_data->CmdLists; Layers[1] = &LayerData1; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n]->resize(0); }
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IMGUI_API void FlattenIntoSingleLayer();
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};
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@ -1605,8 +1605,7 @@ struct ImGuiViewportP : public ImGuiViewport
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int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder;
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ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
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ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
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ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
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ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
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@ -3240,7 +3239,7 @@ namespace ImGui
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IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
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IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
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IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
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IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
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IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
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IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
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IMGUI_API void DebugNodeFont(ImFont* font);
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IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
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