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Textures: Add ImTextureUserID_Invalid + introducing SetTexID().
Which gives us room for potentially updating ImDrawData during render.
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2 changed files with 18 additions and 9 deletions
21
imgui.h
21
imgui.h
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@ -318,6 +318,11 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
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typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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#endif
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// Define this to another value if you need value of 0 to be valid.
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#ifndef ImTextureID_Invalid
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#define ImTextureID_Invalid ((ImTextureID)0)
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#endif
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// ImTextureRef contains:
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// - a texture/atlas pointer, typically when created by Dear ImGui itself.
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// - OR a raw ImTextureID value (user/backend identifier), typically when created by user code to load images.
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@ -3362,21 +3367,19 @@ struct ImTextureRect
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// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
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struct IMGUI_API ImTextureData
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{
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ImTextureStatus Status; // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy
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ImTextureStatus Status; // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
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ImTextureFormat Format; // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
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int Width; // Texture width
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int Height; // Texture height
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int BytesPerPixel; // 4 or 1
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int UniqueID; // Sequential index to facilitate identifying a texture when debugging/printing. Only unique per atlas.
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unsigned char* Pixels; // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
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ImTextureID TexID; // Identifier stored in ImDrawCmd::GetTexID() and passed to backend RenderDrawData loop.
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ImTextureID TexID; // Always use SetTexID() to modify! Identifier stored in ImDrawCmd::GetTexID() and passed to backend RenderDrawData loop.
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void* BackendUserData; // Convenience storage for backend. Some backends may have enough with TexID.
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ImTextureRect UpdateRect; // Bounding box encompassing all individual updates.
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ImVector<ImTextureRect> Updates; // Array of individual updates.
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int UnusedFrames; // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
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// [Internal]
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bool UseColors; // [Internal] Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool UseColors; // Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool WantDestroyNextFrame; // [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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@ -3390,6 +3393,10 @@ struct IMGUI_API ImTextureData
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int GetPitch() const { return Width * BytesPerPixel; }
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ImTextureRef GetTexRef() const { ImTextureRef tex_ref; tex_ref._TexData = (ImTextureData*)(void*)this; tex_ref._TexID = TexID; return tex_ref; }
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ImTextureID GetTexID() const { return TexID; }
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// Called by Renderer backend
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void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!
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void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!
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};
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//-----------------------------------------------------------------------------
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@ -3689,9 +3696,11 @@ struct ImFont
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// FIXME-NEWATLAS: Added indirection to avoid patching ImDrawCmd after texture updates.
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inline ImTextureID ImDrawCmd::GetTexID() const
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{
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// If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
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// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
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ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID;
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if (TexRef._TexData != NULL)
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IM_ASSERT(tex_id && "ImDrawCmd is referring to Atlas texture that wasn't uploaded to graphics system.");
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IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
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return tex_id;
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}
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