diff --git a/imgui.cpp b/imgui.cpp index 31a95716b..02080d14b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -78,7 +78,7 @@ CODE // [SECTION] RENDER HELPERS // [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) -// [SECTION] FONTS +// [SECTION] FONTS, TEXTURES // [SECTION] ID STACK // [SECTION] INPUTS // [SECTION] ERROR CHECKING, STATE RECOVERY @@ -5261,46 +5261,6 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -static void ImGui::UpdateTexturesNewFrame() -{ - // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. - ImGuiContext& g = *GImGui; - const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; - for (ImFontAtlas* atlas : g.FontAtlases) - { - if (atlas->OwnerContext == &g) - { - ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); - } - else - { - // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. - // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. - // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. - // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. - IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); - IM_ASSERT(atlas->RendererHasTextures == has_textures); - } - } -} - -// Build a single texture list -static void ImGui::UpdateTexturesEndFrame() -{ - ImGuiContext& g = *GImGui; - g.PlatformIO.Textures.resize(0); - for (ImFontAtlas* atlas : g.FontAtlases) - for (ImTextureData* tex : atlas->TexList) - { - // We provide this information so backends can decide whether to destroy textures. - // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. - tex->RefCount = (unsigned short)atlas->RefCount; - g.PlatformIO.Textures.push_back(tex); - } - for (ImTextureData* tex : g.UserTextures) - g.PlatformIO.Textures.push_back(tex); -} - // Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! static void SetupDrawListSharedData() @@ -8671,11 +8631,13 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) } //----------------------------------------------------------------------------- -// [SECTION] FONTS +// [SECTION] FONTS, TEXTURES //----------------------------------------------------------------------------- // Most of the relevant font logic is in imgui_draw.cpp. // Those are high-level support functions. //----------------------------------------------------------------------------- +// - UpdateTexturesNewFrame() [Internal] +// - UpdateTexturesEndFrame() [Internal] // - UpdateFontsNewFrame() [Internal] // - UpdateFontsEndFrame() [Internal] // - GetDefaultFont() [Internal] @@ -8690,6 +8652,46 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - PopFont() //----------------------------------------------------------------------------- +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); + } + else + { + // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. + // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. + // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. + // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); + IM_ASSERT(atlas->RendererHasTextures == has_textures); + } + } +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + void ImGui::UpdateFontsNewFrame() { ImGuiContext& g = *GImGui;