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Columns: Lower overhead on column switches and switching to background channel. (second attempt for 9b3ce49
)
Internals: Bits, comments, added ImRect::ToVec4()
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@ -56,6 +56,8 @@ Other Changes:
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BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207) [@rokups]
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- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
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drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
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- Columns: Lower overhead on column switches and switching to background channel.
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Benefits Columns but was primarily made with Tables in mind!
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- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the
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VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591)
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[@thedmd, @Shironekoben, @sergeyn, @ocornut]
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@ -4169,7 +4169,12 @@ static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_da
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}
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}
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// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
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// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
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// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
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// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
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// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
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// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
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// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
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void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -435,6 +435,7 @@ struct IMGUI_API ImRect
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
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bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
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ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
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};
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// Helper: ImBitArray
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@ -1012,7 +1013,8 @@ struct ImGuiColumns
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float LineMinY, LineMaxY;
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float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
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float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
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ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns()
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ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
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ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
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ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
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ImVector<ImGuiColumnData> Columns;
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ImDrawListSplitter Splitter;
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@ -1894,6 +1896,7 @@ namespace ImGui
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
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IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index);
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@ -7398,6 +7398,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
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// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
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// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
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//-------------------------------------------------------------------------
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// - SetWindowClipRectBeforeSetChannel() [Internal]
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// - GetColumnIndex()
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// - GetColumnCount()
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// - GetColumnOffset()
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@ -7415,6 +7416,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
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// - Columns()
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//-------------------------------------------------------------------------
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// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
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// they would meddle many times with the underlying ImDrawCmd.
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// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
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// the subsequent single call to SetCurrentChannel() does it things once.
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void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
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{
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ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
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window->ClipRect = clip_rect;
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window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
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window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
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}
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int ImGui::GetColumnIndex()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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@ -7549,11 +7562,11 @@ void ImGui::PushColumnsBackground()
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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// Optimization: avoid SetCurrentChannel() + PushClipRect()
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columns->HostBackupClipRect = window->ClipRect;
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SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, 0);
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int cmd_size = window->DrawList->CmdBuffer.Size;
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PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
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IM_UNUSED(cmd_size);
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IM_ASSERT(cmd_size >= window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
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}
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void ImGui::PopColumnsBackground()
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@ -7562,8 +7575,10 @@ void ImGui::PopColumnsBackground()
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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return;
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// Optimization: avoid PopClipRect() + SetCurrentChannel()
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SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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PopClipRect();
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}
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ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
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@ -7611,7 +7626,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
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columns->HostCursorPosY = window->DC.CursorPos.y;
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columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
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columns->HostClipRect = window->ClipRect;
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columns->HostInitialClipRect = window->ClipRect;
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columns->HostWorkRect = window->WorkRect;
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// Set state for first column
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@ -7683,25 +7698,31 @@ void ImGui::NextColumn()
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IM_ASSERT(columns->Current == 0);
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return;
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}
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// Next column
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if (++columns->Current == columns->Count)
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columns->Current = 0;
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PopItemWidth();
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PopClipRect();
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// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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ImGuiColumnData* column = &columns->Columns[columns->Current];
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SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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const float column_padding = g.Style.ItemSpacing.x;
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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if (++columns->Current < columns->Count)
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if (columns->Current > 0)
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{
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// Columns 1+ ignore IndentX (by canceling it out)
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// FIXME-COLUMNS: Unnecessary, could be locked?
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window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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}
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else
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{
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// New row/line
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// Column 0 honor IndentX
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// New row/line: column 0 honor IndentX.
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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columns->Splitter.SetCurrentChannel(window->DrawList, 1);
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columns->Current = 0;
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columns->LineMinY = columns->LineMaxY;
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}
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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@ -7709,8 +7730,6 @@ void ImGui::NextColumn()
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineTextBaseOffset = 0.0f;
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PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
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// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
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float offset_0 = GetColumnOffset(columns->Current);
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float offset_1 = GetColumnOffset(columns->Current + 1);
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