Internal: DrawData: Tidying, renaming.
diff --git a/imgui.cpp b/imgui.cpp
index f33ab67..f1f54e6 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -648,8 +648,8 @@
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
-static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
-static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
+static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
+static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImGuiWindowSettings* AddWindowSettings(const char* name);
@@ -2303,9 +2303,7 @@
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
- g.DrawData.Valid = false;
- g.DrawData.CmdLists = NULL;
- g.DrawData.CmdListsCount = g.DrawData.TotalVtxCount = g.DrawData.TotalIdxCount = 0;
+ g.DrawData.Clear();
// Clear reference to active widget if the widget isn't alive anymore
if (!g.HoveredIdPreviousFrame)
@@ -2846,7 +2844,7 @@
}
}
-static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
+static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
return;
@@ -2879,25 +2877,25 @@
out_render_list->push_back(draw_list);
}
-static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
+static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
- AddDrawListToRenderList(out_render_list, window->DrawList);
+ AddDrawListToDrawData(out_render_list, window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Active && child->HiddenFrames <= 0) // clipped children may have been marked not active
- AddWindowToRenderList(out_render_list, child);
+ AddWindowToDrawData(out_render_list, child);
}
}
-static void AddWindowToDrawDataSelectLayer(ImDrawDataBuilder* builder, ImGuiWindow* window)
+static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Tooltip)
- AddWindowToRenderList(&builder->Layers[1], window);
+ AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
else
- AddWindowToRenderList(&builder->Layers[0], window);
+ AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@@ -2918,16 +2916,16 @@
}
}
-void ImDrawDataBuilder::SetupDrawData(ImDrawData* out_draw_data)
+static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
{
out_draw_data->Valid = true;
- out_draw_data->CmdLists = (Layers[0].Size > 0) ? Layers[0].Data : NULL;
- out_draw_data->CmdListsCount = Layers[0].Size;
+ out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
+ out_draw_data->CmdListsCount = draw_lists->Size;
out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
- for (int n = 0; n < Layers[0].Size; n++)
+ for (int n = 0; n < draw_lists->Size; n++)
{
- out_draw_data->TotalVtxCount += Layers[0][n]->VtxBuffer.Size;
- out_draw_data->TotalIdxCount += Layers[0][n]->IdxBuffer.Size;
+ out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
+ out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
}
}
@@ -3054,11 +3052,11 @@
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
g.DrawDataBuilder.Clear();
- for (int i = 0; i != g.Windows.Size; i++)
+ for (int n = 0; n != g.Windows.Size; n++)
{
- ImGuiWindow* window = g.Windows[i];
+ ImGuiWindow* window = g.Windows[n];
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
- AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, window);
+ AddWindowToDrawDataSelectLayer(window);
}
g.DrawDataBuilder.FlattenIntoSingleLayer();
@@ -3077,10 +3075,10 @@
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.VtxBuffer.empty())
- AddDrawListToRenderList(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
+ AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
// Setup ImDrawData structure for end-user
- g.DrawDataBuilder.SetupDrawData(&g.DrawData);
+ SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
diff --git a/imgui.h b/imgui.h
index 6742540..ee6f013 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1495,7 +1495,8 @@
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
// Functions
- ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
+ ImDrawData() { Clear(); }
+ void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // Draw lists are owned by the ImGuiContext and only pointed to here.
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: 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!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
diff --git a/imgui_internal.h b/imgui_internal.h
index 8123075..0f90942 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -470,7 +470,6 @@
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
IMGUI_API void FlattenIntoSingleLayer();
- IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
};
// Storage for SetNexWindow** functions