Sorting of windows for render doesn't do 3 pass stupidly. Made code a little closer to what it should become with a layering system
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93c9777165
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72
imgui.cpp
72
imgui.cpp
@ -1124,7 +1124,7 @@ struct ImGuiState
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ImGuiSetCond SetNextTreeNodeOpenedCond;
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// Render
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ImVector<ImDrawList*> RenderDrawLists;
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ImVector<ImDrawList*> RenderDrawLists[3];
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// Mouse cursor
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ImGuiMouseCursor MouseCursor;
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@ -1643,24 +1643,24 @@ void ImGuiWindow::FocusItemUnregister()
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FocusIdxTabCounter--;
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}
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static inline void AddDrawListToRenderList(ImDrawList* draw_list)
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static inline void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
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{
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if (!draw_list->commands.empty() && !draw_list->vtx_buffer.empty())
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{
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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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out_render_list.push_back(draw_list);
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}
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}
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static void AddWindowToRenderList(ImGuiWindow* window)
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static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
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{
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AddDrawListToRenderList(window->DrawList);
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AddDrawListToRenderList(out_render_list, 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 = window->DC.ChildWindows[i];
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if (child->Visible) // clipped children may have been marked not Visible
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AddWindowToRenderList(child);
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AddWindowToRenderList(out_render_list, child);
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}
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}
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@ -2020,6 +2020,7 @@ void ImGui::Shutdown()
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ImGui::MemFree(g.Windows[i]);
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}
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g.Windows.clear();
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g.WindowsSortBuffer.clear();
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g.CurrentWindowStack.clear();
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g.FocusedWindow = NULL;
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g.HoveredWindow = NULL;
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@ -2033,8 +2034,8 @@ void ImGui::Shutdown()
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g.ColorModifiers.clear();
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g.StyleModifiers.clear();
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g.FontStack.clear();
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g.RenderDrawLists.clear();
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g.WindowsSortBuffer.clear();
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for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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g.RenderDrawLists[i].clear();
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g.MouseCursorDrawList.ClearFreeMemory();
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g.ColorEditModeStorage.Clear();
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if (g.PrivateClipboard)
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@ -2073,9 +2074,9 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
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return 0;
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}
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static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& sorted_windows)
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
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{
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sorted_windows.push_back(window);
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out_sorted_windows.push_back(window);
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if (window->Visible)
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{
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const size_t count = window->DC.ChildWindows.size();
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@ -2085,7 +2086,7 @@ static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>&
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Visible)
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AddWindowToSortedBuffer(child, sorted_windows);
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AddWindowToSortedBuffer(out_sorted_windows, child);
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}
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}
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}
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@ -2150,7 +2151,7 @@ void ImGui::Render()
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if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
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if (window->Visible)
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continue;
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AddWindowToSortedBuffer(window, g.WindowsSortBuffer);
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AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size()); // we done something wrong
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g.Windows.swap(g.WindowsSortBuffer);
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@ -2174,25 +2175,37 @@ void ImGui::Render()
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}
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// Gather windows to render
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// FIXME-OPT: Rework this in a more performance conscious way.
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g.RenderDrawLists.resize(0);
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for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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g.RenderDrawLists[i].resize(0);
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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_ChildWindow | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) == 0)
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AddWindowToRenderList(window);
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if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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{
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// FIXME: Generalize this with a proper layering system so we can stack.
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if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(g.RenderDrawLists[1], window);
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else if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToRenderList(g.RenderDrawLists[2], window);
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else
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AddWindowToRenderList(g.RenderDrawLists[0], window);
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}
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}
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for (size_t i = 0; i != g.Windows.size(); i++)
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// Flatten layers
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size_t n = g.RenderDrawLists[0].size();
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size_t flattened_size = n;
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for (size_t i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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flattened_size += g.RenderDrawLists[i].size();
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g.RenderDrawLists[0].resize(flattened_size);
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for (size_t i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Visible && (window->Flags & ImGuiWindowFlags_Popup) != 0)
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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) != 0)
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AddWindowToRenderList(window);
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ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
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if (!layer.empty())
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{
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memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.size() * sizeof(ImDrawList*));
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n += layer.size();
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}
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}
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if (g.IO.MouseDrawCursor)
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@ -2208,13 +2221,12 @@ void ImGui::Render()
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g.MouseCursorDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFF000000); // Black border
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g.MouseCursorDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill
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g.MouseCursorDrawList.PopTextureID();
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AddDrawListToRenderList(&g.MouseCursorDrawList);
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AddDrawListToRenderList(g.RenderDrawLists[0], &g.MouseCursorDrawList);
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}
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// Render
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if (!g.RenderDrawLists.empty())
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g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size());
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g.RenderDrawLists.resize(0);
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if (!g.RenderDrawLists[0].empty())
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g.IO.RenderDrawListsFn(&g.RenderDrawLists[0][0], (int)g.RenderDrawLists[0].size());
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}
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}
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