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Updated ImGui.

Бранимир Караџић 5 anos atrás
pai
commit
77557f9c72

+ 1 - 6
3rdparty/dear-imgui/imgui.cpp

@@ -4170,12 +4170,7 @@ static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_da
     }
 }
 
-// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
-// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
-//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
-// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
-//   some frequently called functions which to modify both channels and clipping simultaneously tend to use a more
-//   specialized code path to added extraneous updates of the underlying ImDrawCmd.
+// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
 {
     ImGuiWindow* window = GetCurrentWindow();

+ 1 - 0
3rdparty/dear-imgui/imgui.h

@@ -2075,6 +2075,7 @@ struct ImDrawList
     IMGUI_API void  _PopUnusedDrawCmd();
     IMGUI_API void  _OnChangedClipRect();
     IMGUI_API void  _OnChangedTextureID();
+    IMGUI_API void  _OnChangedVtxOffset();
 };
 
 // All draw data to render a Dear ImGui frame

+ 16 - 2
3rdparty/dear-imgui/imgui_draw.cpp

@@ -514,6 +514,21 @@ void ImDrawList::_OnChangedTextureID()
     curr_cmd->TextureId = _CmdHeader.TextureId;
 }
 
+void ImDrawList::_OnChangedVtxOffset()
+{
+    // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
+    _VtxCurrentIdx = 0;
+    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+    IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
+    if (curr_cmd->ElemCount != 0)
+    {
+        AddDrawCmd();
+        return;
+    }
+    IM_ASSERT(curr_cmd->UserCallback == NULL);
+    curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
+}
+
 // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
 void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
 {
@@ -570,8 +585,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
     if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
     {
         _CmdHeader.VtxOffset = VtxBuffer.Size;
-        _VtxCurrentIdx = 0;
-        AddDrawCmd();
+        _OnChangedVtxOffset();
     }
 
     ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];

+ 0 - 1
3rdparty/dear-imgui/imgui_internal.h

@@ -435,7 +435,6 @@ struct IMGUI_API ImRect
     void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
     void        Floor()                             { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
     bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }
-    ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
 };
 
 // Helper: ImBitArray

+ 4 - 25
3rdparty/dear-imgui/imgui_widgets.cpp

@@ -7564,11 +7564,6 @@ void ImGui::PushColumnsBackground()
     ImGuiColumns* columns = window->DC.CurrentColumns;
     if (columns->Count == 1)
         return;
-
-    // Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
-    //if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PushColumnsBackground()\n");
-    window->DrawList->_CmdHeader.ClipRect = columns->HostClipRect.ToVec4();
-
     columns->Splitter.SetCurrentChannel(window->DrawList, 0);
     int cmd_size = window->DrawList->CmdBuffer.Size;
     PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
@@ -7582,12 +7577,6 @@ void ImGui::PopColumnsBackground()
     ImGuiColumns* columns = window->DC.CurrentColumns;
     if (columns->Count == 1)
         return;
-
-    // Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
-    //if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PopColumnsBackground()\n");
-    ImVec4 pop_clip_rect = window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 2];
-    window->DrawList->_CmdHeader.ClipRect = pop_clip_rect;
-
     columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
     PopClipRect();
 }
@@ -7710,22 +7699,11 @@ void ImGui::NextColumn()
         return;
     }
     PopItemWidth();
-
-    // Next column
-    if (++columns->Current == columns->Count)
-        columns->Current = 0;
-
-    // As a small optimization, to avoid doing PopClipRect() + SetCurrentChannel() + PushClipRect()
-    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
-    // We use a shortcut: we override ClipRect in window and drawlist's CmdHeader + SetCurrentChannel().
-    ImGuiColumnData* column = &columns->Columns[columns->Current];
-    window->ClipRect = column->ClipRect;
-    window->DrawList->_CmdHeader.ClipRect = column->ClipRect.ToVec4();
-    //PopClipRect();
+    PopClipRect();
 
     const float column_padding = g.Style.ItemSpacing.x;
     columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
-    if (columns->Current > 0)
+    if (++columns->Current < columns->Count)
     {
         // Columns 1+ ignore IndentX (by canceling it out)
         // FIXME-COLUMNS: Unnecessary, could be locked?
@@ -7738,6 +7716,7 @@ void ImGui::NextColumn()
         // Column 0 honor IndentX
         window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
         columns->Splitter.SetCurrentChannel(window->DrawList, 1);
+        columns->Current = 0;
         columns->LineMinY = columns->LineMaxY;
     }
     window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@@ -7745,7 +7724,7 @@ void ImGui::NextColumn()
     window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
     window->DC.CurrLineTextBaseOffset = 0.0f;
 
-    //PushColumnClipRect(columns->Current);
+    PushColumnClipRect(columns->Current);     // FIXME-COLUMNS: Could it be an overwrite?
 
     // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
     float offset_0 = GetColumnOffset(columns->Current);