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Textures: ImTextureData::Create() sets status. RegisterUserTexture() increases RefCount. Added comments about ImTextureData::GetTexRef(). (#8789)
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5 changed files with 14 additions and 7 deletions
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@ -438,6 +438,8 @@ struct ImTextureRef
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- When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
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- Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
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- When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
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- To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`.
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We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
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- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
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- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
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- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
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@ -8732,16 +8732,19 @@ ImFont* ImGui::GetDefaultFont()
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return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
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}
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// EXPERIMENTAL: DO NOT USE YET.
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void ImGui::RegisterUserTexture(ImTextureData* tex)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(tex->RefCount > 0);
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tex->RefCount++;
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g.UserTextures.push_back(tex);
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}
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void ImGui::UnregisterUserTexture(ImTextureData* tex)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(tex->RefCount > 0);
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tex->RefCount--;
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g.UserTextures.find_erase(tex);
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}
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9
imgui.h
9
imgui.h
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@ -345,8 +345,9 @@ typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or
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// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
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// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
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// to extract the ImTextureID value during rendering, after texture upload has happened.
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// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this
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// to be useful to the end-user, and it would be erroneously called by many legacy code.
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// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
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// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
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// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
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// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
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// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
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// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
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@ -3425,7 +3426,7 @@ struct ImTextureRect
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struct ImTextureData
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{
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//------------------------------------------ core / backend ---------------------------------------
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int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
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int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
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ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
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void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
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ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
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@ -3443,7 +3444,7 @@ struct ImTextureData
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bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
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// Functions
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ImTextureData() { memset(this, 0, sizeof(*this)); TexID = ImTextureID_Invalid; }
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ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
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~ImTextureData() { DestroyPixels(); }
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IMGUI_API void Create(ImTextureFormat format, int w, int h);
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IMGUI_API void DestroyPixels();
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@ -2457,8 +2457,10 @@ const char* ImTextureDataGetFormatName(ImTextureFormat format)
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void ImTextureData::Create(ImTextureFormat format, int w, int h)
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{
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IM_ASSERT(Status == ImTextureStatus_Destroyed);
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DestroyPixels();
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Format = format;
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Status = ImTextureStatus_WantCreate;
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Width = w;
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Height = h;
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BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format);
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@ -3971,7 +3973,6 @@ ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h)
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}
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new_tex->Create(atlas->TexDesiredFormat, w, h);
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new_tex->Status = ImTextureStatus_WantCreate;
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atlas->TexIsBuilt = false;
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ImFontAtlasBuildSetTexture(atlas, new_tex);
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@ -3124,7 +3124,7 @@ namespace ImGui
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IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
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// Fonts, drawing
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IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture
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IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET.
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IMGUI_API void UnregisterUserTexture(ImTextureData* tex);
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IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas);
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IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas);
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