ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.
+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
diff --git a/imgui.cpp b/imgui.cpp
index 01ceafe..07a832c 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -3777,11 +3777,11 @@
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
- g.BackgroundDrawList.Clear();
+ g.BackgroundDrawList.ResetForNewFrame();
g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.BackgroundDrawList.PushClipRectFullScreen();
- g.ForegroundDrawList.Clear();
+ g.ForegroundDrawList.ResetForNewFrame();
g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.ForegroundDrawList.PushClipRectFullScreen();
@@ -5860,7 +5860,7 @@
// DRAWING
// Setup draw list and outer clipping rectangle
- window->DrawList->Clear();
+ window->DrawList->ResetForNewFrame();
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);
diff --git a/imgui.h b/imgui.h
index ebad93c..7906ae0 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1987,7 +1987,8 @@
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
- ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
+ ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentOffset = _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
+
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
@@ -2056,7 +2057,7 @@
// [Internal helpers]
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
- IMGUI_API void Clear();
+ IMGUI_API void ResetForNewFrame();
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 91de2ae..d5844db 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -376,12 +376,13 @@
}
}
-void ImDrawList::Clear()
+// Initialize before use in a new frame. We always have a command ready in the buffer.
+void ImDrawList::ResetForNewFrame()
{
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
- Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
+ Flags = _Data->InitialFlags;
_VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
@@ -390,6 +391,7 @@
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
+ CmdBuffer.push_back(ImDrawCmd());
}
void ImDrawList::ClearFreeMemory()
@@ -397,6 +399,8 @@
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
+ Flags = ImDrawListFlags_None;
+ _VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
@@ -434,8 +438,8 @@
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
- ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
- if (!curr_cmd || curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
@@ -452,8 +456,8 @@
{
// If current command is used with different settings we need to add a new command
const ImVec4 curr_clip_rect = GetCurrentClipRect();
- ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
- if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if ((curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
return;
@@ -477,7 +481,7 @@
{
// If current command is used with different settings we need to add a new command
const ImTextureID curr_texture_id = GetCurrentTextureId();
- ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();