Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
This commit is contained in:
ocornut 2023-07-12 18:17:44 +02:00
commit 0110f4c8cc
5 changed files with 148 additions and 116 deletions

View File

@ -106,9 +106,20 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. (#4921)
- ImDrawData: CmdLists[] arra is 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)
Other changes:
- ImDrawData: CmdLists[] array is now an ImVector<> owned by ImDrawData rather
than a pointer to internal state.
- This makes it easier for user to create their own or append to an existing draw data.
Added a ImDrawData::AddDrawList() helper function to do that. (#6406, #4879, #1878)
- This makes it easier to perform a deep-swap instead of a deep-copy, as array
ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
- Syntax and allocation count are otherwise identical.
- Fixed CTRL+Tab dimming background assert when target window has a callback
in the last ImDrawCmd. (#4857, #5937)
- InputText: Fixed a case where deactivation frame would write to underlying

153
imgui.cpp
View File

@ -407,6 +407,7 @@ CODE
- likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 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)
- 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).
- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
- 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.
@ -1022,7 +1023,6 @@ static void FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
// Settings
@ -2977,7 +2977,7 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
// Add focused/active item
@ -4978,41 +4978,6 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
}
}
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.Size == 0)
return;
if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
return;
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example backends already support this from 1.71. Pre-1.71 backends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
// (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// the 64K limit to split your draw commands in multiple draw lists.
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
out_list->push_back(draw_list);
}
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
ImGuiContext& g = *GImGui;
@ -5021,7 +4986,7 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
g.IO.MetricsRenderWindows++;
if (window->Flags & ImGuiWindowFlags_DockNodeHost)
window->DrawList->ChannelsMerge();
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
@ -5041,26 +5006,35 @@ static inline void AddRootWindowToDrawData(ImGuiWindow* window)
AddWindowToDrawData(window, GetWindowDisplayLayer(window));
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
{
int n = Layers[0].Size;
int size = n;
for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
size += Layers[i].Size;
Layers[0].resize(size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
int n = builder->Layers[0]->Size;
int full_size = n;
for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
full_size += builder->Layers[i]->Size;
builder->Layers[0]->resize(full_size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
{
ImVector<ImDrawList*>& layer = Layers[layer_n];
if (layer.empty())
ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
if (layer->empty())
continue;
memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
layer.resize(0);
memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
n += layer->Size;
layer->resize(0);
}
}
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
static void InitViewportDrawData(ImGuiViewportP* viewport)
{
ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
viewport->DrawData = draw_data; // Make publicly accessible
viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
viewport->DrawDataBuilder.Layers[0]->resize(0);
viewport->DrawDataBuilder.Layers[1]->resize(0);
// When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
// and to allow applications/backends to easily skip rendering.
// FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
@ -5068,24 +5042,13 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*
// it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
viewport->DrawData = draw_data; // Make publicly accessible
draw_data->Valid = true;
draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
draw_data->CmdListsCount = draw_lists->Size;
draw_data->CmdListsCount = 0;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = viewport->Pos;
draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
draw_data->OwnerViewport = viewport;
for (int n = 0; n < draw_lists->Size; n++)
{
ImDrawList* draw_list = draw_lists->Data[n];
draw_list->_PopUnusedDrawCmd();
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
}
}
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
@ -5354,9 +5317,9 @@ void ImGui::Render()
for (int n = 0; n != g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.Clear();
InitViewportDrawData(viewport);
if (viewport->DrawLists[0] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
// Add ImDrawList to render
@ -5387,14 +5350,14 @@ void ImGui::Render()
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
ImDrawData* draw_data = viewport->DrawData;
ImDrawData* draw_data = &viewport->DrawDataP;
IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
}
@ -8268,7 +8231,7 @@ void ImGui::FocusItem()
return;
}
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSelect;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSelect;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
SetNavWindow(window);
NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
@ -8303,7 +8266,7 @@ void ImGui::SetKeyboardFocusHere(int offset)
SetNavWindow(window);
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
@ -11734,7 +11697,7 @@ static void ImGui::NavProcessItem()
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
{
const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
if (is_tabbing)
{
NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
@ -11840,7 +11803,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow != NULL);
if (move_flags & ImGuiNavMoveFlags_Tabbing)
if (move_flags & ImGuiNavMoveFlags_IsTabbing)
move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
g.NavMoveSubmitted = g.NavMoveScoringItems = true;
@ -12392,7 +12355,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
else
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
@ -12412,7 +12375,7 @@ void ImGui::NavMoveRequestApplyResult()
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
// Tabbing forward wrap
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
result = &g.NavTabbingResultFirst;
@ -12420,7 +12383,7 @@ void ImGui::NavMoveRequestApplyResult()
const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
if (result == NULL)
{
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
@ -12461,9 +12424,11 @@ void ImGui::NavMoveRequestApplyResult()
}
if (g.ActiveId != result->ID)
ClearActiveID();
if (g.NavId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
// PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
{
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
g.NavJustMovedToId = result->ID;
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
@ -12476,14 +12441,14 @@ void ImGui::NavMoveRequestApplyResult()
// Restore last preferred position for current axis
// (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) == 0)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
{
preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
}
// Tabbing: Activates Inputable, otherwise only Focus
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
// Activate
@ -12492,7 +12457,7 @@ void ImGui::NavMoveRequestApplyResult()
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
}
@ -12592,14 +12557,14 @@ static float ImGui::NavUpdatePageUpPageDown()
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
}
else if (IsKeyPressed(ImGuiKey_PageDown, true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
}
else if (home_pressed)
{
@ -19441,7 +19406,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// DrawLists
int drawlist_count = 0;
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
drawlist_count += g.Viewports[viewport_i]->DrawDataP.CmdLists.Size;
if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
{
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
@ -19450,14 +19415,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
ImGuiViewportP* viewport = g.Viewports[viewport_i];
bool viewport_has_drawlist = false;
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
{
if (!viewport_has_drawlist)
Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
viewport_has_drawlist = true;
DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
}
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
{
if (!viewport_has_drawlist)
Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
viewport_has_drawlist = true;
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
}
}
TreePop();
}
@ -20261,9 +20225,8 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
(flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
(flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
TreePop();
}
}

23
imgui.h
View File

@ -25,7 +25,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.8 WIP"
#define IMGUI_VERSION_NUM 18972
#define IMGUI_VERSION_NUM 18973
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -2856,19 +2856,20 @@ struct ImDrawList
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
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)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData() { Clear(); }
void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
IMGUI_API void Clear();
IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
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!
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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@ -1814,6 +1814,63 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------
void ImDrawData::Clear()
{
Valid = false;
CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
OwnerViewport = NULL;
}
// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.Size == 0)
return;
if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
return;
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example backends already support this from 1.71. Pre-1.71 backends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
// (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// the 64K limit to split your draw commands in multiple draw lists.
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
// Add to output list + records state in ImDrawData
out_list->push_back(draw_list);
draw_list->_PopUnusedDrawCmd();
draw_data->CmdListsCount++;
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
}
void ImDrawData::AddDrawList(ImDrawList* draw_list)
{
IM_ASSERT(CmdLists.Size == CmdListsCount);
ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
}
// 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!
void ImDrawData::DeIndexAllBuffers()
{

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@ -782,12 +782,10 @@ struct IMGUI_API ImDrawListSharedData
struct ImDrawDataBuilder
{
ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
ImVector<ImDrawList*> LayerData1;
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(); }
int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
IMGUI_API void FlattenIntoSingleLayer();
ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@ -1514,10 +1512,11 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 11, // Activate/select target item.
ImGuiNavMoveFlags_NoSelect = 1 << 12, // Don't trigger selection by not setting g.NavJustMovedTo
ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 13, // Do not alter the visible state of keyboard vs mouse nav highlight
ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.
ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.
ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo
ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight
};
enum ImGuiNavLayer
@ -1772,7 +1771,7 @@ struct ImGuiViewportP : public ImGuiViewport
int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 LastPlatformPos;
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
@ -3038,6 +3037,7 @@ namespace ImGui
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
// Init
IMGUI_API void Initialize();