mirror of
https://github.com/ocornut/imgui.git
synced 2026-09-26 12:30:43 +08:00
AA branch: Agressively renamed all fields of ImDrawList, ImDrawCmd, ImDrawData to match the rest of our coding convention (#133)
This commit is contained in:
@@ -50,13 +50,13 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->vtx_buffer.size();
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idx_dst += cmd_list->idx_buffer.size();
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.size();
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idx_dst += cmd_list->IdxBuffer.size();
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}
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g_pd3dDeviceContext->Unmap(g_pVB, 0);
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g_pd3dDeviceContext->Unmap(g_pIB, 0);
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@@ -116,26 +116,26 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
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if (pcmd->user_callback)
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->user_callback(cmd_list, pcmd);
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
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const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->DrawIndexed(pcmd->elem_count, idx_offset, vtx_offset);
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g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->elem_count;
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += (int)cmd_list->vtx_buffer.size();
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore modified state
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@@ -35,15 +35,15 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->total_vtx_count * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)(draw_data->total_idx_count * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (int i = 0; i < cmd_list->vtx_buffer.size(); i++)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
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for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
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{
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vtx_dst->pos.x = vtx_src->pos.x;
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vtx_dst->pos.y = vtx_src->pos.y;
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@@ -54,8 +54,8 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
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idx_dst += cmd_list->idx_buffer.size();
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
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idx_dst += cmd_list->IdxBuffer.size();
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}
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g_pVB->Unlock();
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g_pIB->Unlock();
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@@ -94,26 +94,26 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
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if (pcmd->user_callback)
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->user_callback(cmd_list, pcmd);
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
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const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->vtx_buffer.size(), idx_offset, pcmd->elem_count/3);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
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}
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idx_offset += pcmd->elem_count;
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += (int)cmd_list->vtx_buffer.size();
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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}
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@@ -59,7 +59,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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// Grow our buffer according to what we need
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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int needed_vtx_size = draw_data->total_vtx_count * sizeof(ImDrawVert);
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int needed_vtx_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
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@@ -70,38 +70,38 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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return;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(g_VaoHandle);
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int vtx_offset = 0;
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
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const ImDrawCmd* pcmd_end = cmd_list->cmd_buffer.end();
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for (const ImDrawCmd* pcmd = cmd_list->cmd_buffer.begin(); pcmd != pcmd_end; pcmd++)
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const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end();
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for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != pcmd_end; pcmd++)
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{
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if (pcmd->user_callback)
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if (pcmd->UserCallback)
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{
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pcmd->user_callback(cmd_list, pcmd);
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->elem_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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}
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idx_buffer += pcmd->elem_count;
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idx_buffer += pcmd->ElemCount;
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}
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vtx_offset += (int)cmd_list->vtx_buffer.size();
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore modified state
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@@ -53,29 +53,29 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
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const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->cmd_buffer.size(); cmd_i++)
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->cmd_buffer[cmd_i];
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if (pcmd->user_callback)
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->user_callback(cmd_list, pcmd);
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->elem_count, GL_UNSIGNED_SHORT, idx_buffer);
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
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}
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idx_buffer += pcmd->elem_count;
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idx_buffer += pcmd->ElemCount;
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}
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}
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#undef OFFSETOF
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@@ -982,8 +982,8 @@ struct ImGuiListClipper
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
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// The expected behavior from your rendering loop is:
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// if (cmd.user_callback != NULL)
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// cmd.user_callback(parent_list, cmd);
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// if (cmd.UserCallback != NULL)
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// cmd.UserCallback(parent_list, cmd);
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// else
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// RenderTriangles()
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// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
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@@ -992,11 +992,11 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
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// Typically, 1 command = 1 gpu draw call (unless command is a callback)
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struct ImDrawCmd
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{
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unsigned int elem_count; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
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ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* user_callback_data; // The draw callback code can access this.
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unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
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ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* UserCallbackData; // The draw callback code can access this.
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};
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// Vertex index
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@@ -1020,8 +1020,8 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
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struct ImDrawChannel
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{
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ImVector<ImDrawCmd> cmd_buffer;
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ImVector<ImDrawIdx> idx_buffer;
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ImVector<ImDrawCmd> CmdBuffer;
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ImVector<ImDrawIdx> IdxBuffer;
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};
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// Draw command list
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@@ -1034,22 +1034,22 @@ struct ImDrawChannel
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struct ImDrawList
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{
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// This is what you have to render
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ImVector<ImDrawCmd> cmd_buffer; // Commands. Typically 1 command = 1 gpu draw call.
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ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer.
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ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
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ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
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ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
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// [Internal, used while building lists]
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const char* owner_name; // Pointer to owner window's name (if any) for debugging
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ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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unsigned int vtx_current_idx; // [Internal] == vtx_buffer.Size
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ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> clip_rect_stack; // [Internal]
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ImVector<ImTextureID> texture_id_stack; // [Internal]
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ImVector<ImVec2> path; // [Internal] current path building
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int channel_current; //
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ImVector<ImDrawChannel> channels; // [Internal] draw channels for layering or columns API
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const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
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unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
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ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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int _ChannelCurrent; // [Internal] current channel number (0)
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ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
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ImDrawList() { owner_name = NULL; Clear(); }
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ImDrawList() { _OwnerName = NULL; Clear(); }
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~ImDrawList() { ClearFreeMemory(); }
|
||||
IMGUI_API void Clear();
|
||||
IMGUI_API void ClearFreeMemory();
|
||||
@@ -1072,16 +1072,16 @@ struct ImDrawList
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
|
||||
|
||||
// Stateful path API, add points then finish with PathFill() or PathStroke()
|
||||
inline void PathClear() { path.resize(0); }
|
||||
inline void PathLineTo(const ImVec2& p) { path.push_back(p); }
|
||||
inline void PathClear() { _Path.resize(0); }
|
||||
inline void PathLineTo(const ImVec2& p) { _Path.push_back(p); }
|
||||
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
|
||||
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
|
||||
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
inline void PathFill(ImU32 col) { AddConvexPolyFilled(path.Data, path.Size, col, true); PathClear(); }
|
||||
inline void PathStroke(ImU32 col, bool closed) { AddPolyline(path.Data, path.Size, col, closed, true); PathClear(); }
|
||||
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
|
||||
inline void PathStroke(ImU32 col, bool closed) { AddPolyline(_Path.Data, _Path.Size, col, closed, true); PathClear(); }
|
||||
|
||||
// Advanced
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
IMGUI_API void ChannelsSplit(int channel_count);
|
||||
IMGUI_API void ChannelsMerge(int channel_count);
|
||||
@@ -1098,10 +1098,10 @@ struct ImDrawList
|
||||
// All draw data to render an ImGui frame
|
||||
struct ImDrawData
|
||||
{
|
||||
ImDrawList** cmd_lists;
|
||||
int cmd_lists_count;
|
||||
int total_vtx_count; // For convenience, sum of all cmd_lists vtx_buffer.Size
|
||||
int total_idx_count; // For convenience, sum of all cmd_lists idx_buffer.Size
|
||||
ImDrawList** CmdLists;
|
||||
int CmdListsCount;
|
||||
int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
|
||||
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
|
||||
|
||||
// Functions
|
||||
void DeIndexAllBuffers(); // 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!
|
||||
|
||||
Reference in New Issue
Block a user