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ImDrawData: changed CmdLists from raw array to ImVector<> owned by ImDrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
+ Metrics: avoid misleadingly iterating all layers of DrawDataBuilder as everything is flattened into Layers[0] at this point. # Conflicts: # imgui.cpp # imgui_internal.h
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5 changed files with 65 additions and 45 deletions
21
imgui.h
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imgui.h
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@ -25,7 +25,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.8 WIP"
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#define IMGUI_VERSION_NUM 18972
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#define IMGUI_VERSION_NUM 18973
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#define IMGUI_HAS_TABLE
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/*
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@ -2743,18 +2743,19 @@ struct ImDrawList
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// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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int CmdListsCount; // Number of ImDrawList* to render
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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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)
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ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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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.
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
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int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
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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)
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ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
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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.
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ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
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// Functions
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ImDrawData() { Clear(); }
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void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void Clear();
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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!
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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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};
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