Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
currently: ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags_TryToAvoidRefresh); - This is NOT meant to replace frame-wide/app-wide idle mode. - This is another tool: the idea that a given window could avoid refresh and reuse last frame contents. - I think it needs to be backed by a careful and smart design overall (refresh policy, load balancing, making it easy and obvious to user). - It's not there yet, this is currently a toy for experimenting. My other issues with this: - It appears to be very simple, but skipping most of Begin() logic will inevitably lead to tricky/confusing bugs. Let's see how it goes. - I don't like very much that this opens a door to varying inconsistencies - I don't like very much that it can lead us to situation where the lazy refresh gets disabled in bulk due to some reason (e.g. resizing a dock space) and we get sucked in the temptation to update for idle rather than update for dynamism.
This commit is contained in:
parent
0b309471f2
commit
d4495446d5
56
imgui.cpp
56
imgui.cpp
@ -6334,6 +6334,30 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
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}
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}
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// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
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// This is designed as a toy/test-bed for
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void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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window->SkipRefresh = false;
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if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
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return;
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if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
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{
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// FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
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if (window->Appearing) // If currently appearing
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return;
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if (window->Hidden) // If was hidden (previous frame)
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return;
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if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow)
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return;
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if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow)
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return;
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window->DrawList = NULL;
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window->SkipRefresh = true;
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}
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}
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// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
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// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
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// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
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@ -6532,11 +6556,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
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// [EXPERIMENTAL] Skip Refresh mode
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UpdateWindowSkipRefresh(window);
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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g.CurrentWindow = NULL;
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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if (first_begin_of_the_frame)
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if (first_begin_of_the_frame && !window->SkipRefresh)
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{
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// Initialize
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const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
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@ -7027,11 +7054,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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else
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{
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// Skip refresh always mark active
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if (window->SkipRefresh)
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window->Active = true;
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// Append
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SetCurrentWindow(window);
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SetLastItemDataForWindow(window, window->TitleBarRect());
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}
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if (!window->SkipRefresh)
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
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@ -7040,7 +7072,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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g.NextWindowData.ClearFlags();
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// Update visibility
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if (first_begin_of_the_frame)
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if (first_begin_of_the_frame && !window->SkipRefresh)
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{
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
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{
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@ -7086,6 +7118,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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skip_items = true;
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window->SkipItems = skip_items;
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}
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else if (first_begin_of_the_frame)
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{
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// Skip refresh mode
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window->SkipItems = true;
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}
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// [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
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// (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
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@ -7128,9 +7165,16 @@ void ImGui::End()
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// Close anything that is open
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if (window->DC.CurrentColumns)
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EndColumns();
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if (!window->SkipRefresh)
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PopClipRect(); // Inner window clip rectangle
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PopFocusScope();
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if (window->SkipRefresh)
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{
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IM_ASSERT(window->DrawList == NULL);
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window->DrawList = &window->DrawListInst;
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}
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// Stop logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
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LogFinish();
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@ -7815,6 +7859,14 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
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g.NextWindowData.BgAlphaVal = alpha;
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}
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// This is experimental and meant to be a toy for exploring a future/wider range of features.
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void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
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g.NextWindowData.RefreshFlagsVal = flags;
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}
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ImDrawList* ImGui::GetWindowDrawList()
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -10,6 +10,11 @@
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// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links.
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// Get the latest version at https://github.com/ocornut/imgui
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// How to easily locate code?
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// - Use the Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools
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// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html
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// - Find a visible string and search for it in the code!
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//---------------------------------------------------
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// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
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//---------------------------------------------------
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@ -385,6 +385,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
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}
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// Initialize before use in a new frame. We always have a command ready in the buffer.
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// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
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void ImDrawList::_ResetForNewFrame()
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{
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// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
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@ -182,6 +182,7 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F
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typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
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typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
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typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
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typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
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typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
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@ -1117,6 +1118,15 @@ struct IMGUI_API ImGuiInputTextState
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};
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enum ImGuiWindowRefreshFlags_
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{
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ImGuiWindowRefreshFlags_None = 0,
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ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND.
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ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover
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ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus
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// Refresh policy/frequency, Load Balancing etc.
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};
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enum ImGuiNextWindowDataFlags_
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{
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ImGuiNextWindowDataFlags_None = 0,
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@ -1129,6 +1139,7 @@ enum ImGuiNextWindowDataFlags_
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ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
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ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
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ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
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ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9,
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};
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// Storage for SetNexWindow** functions
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@ -1150,6 +1161,7 @@ struct ImGuiNextWindowData
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void* SizeCallbackUserData;
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float BgAlphaVal; // Override background alpha
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ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
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ImGuiWindowRefreshFlags RefreshFlagsVal;
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ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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@ -2534,6 +2546,7 @@ struct IMGUI_API ImGuiWindow
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool WantCollapseToggle;
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bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
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bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false.
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bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
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bool Hidden; // Do not display (== HiddenFrames*** > 0)
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bool IsFallbackWindow; // Set on the "Debug##Default" window.
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@ -3007,6 +3020,7 @@ namespace ImGui
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IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
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IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
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IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
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IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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@ -3032,6 +3046,9 @@ namespace ImGui
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IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
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IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
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// Windows: Idle, Refresh Policies [EXPERIMENTAL]
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IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
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// Fonts, drawing
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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