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Updated ImGui.
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parent
3a32e93536
commit
9e16567e67
3 changed files with 24 additions and 21 deletions
3rdparty/ocornut-imgui
40
3rdparty/ocornut-imgui/imgui.cpp
vendored
40
3rdparty/ocornut-imgui/imgui.cpp
vendored
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@ -2286,25 +2286,26 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
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static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
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{
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if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
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if (draw_list->CmdBuffer.empty())
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return;
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// Remove trailing command if unused
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ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
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if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
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{
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// Remove trailing command if unused
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ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
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if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
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draw_list->CmdBuffer.pop_back();
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out_render_list.push_back(draw_list);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8);
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(void)max_vtx_idx;
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx); // Too many vertices in same ImDrawList. See comment above.
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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draw_list->CmdBuffer.pop_back();
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if (draw_list->CmdBuffer.empty())
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return;
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}
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= ((unsigned long long int)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
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out_render_list.push_back(draw_list);
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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}
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static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
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@ -3458,9 +3459,9 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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return pos;
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}
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static ImGuiWindow* FindWindowByName(const char* name)
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ImGuiWindow* ImGui::FindWindowByName(const char* name)
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{
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// FIXME-OPT: Store sorted hashes -> pointers.
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// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
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ImGuiState& g = *GImGui;
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ImGuiID id = ImHash(name, 0);
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for (int i = 0; i < g.Windows.Size; i++)
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@ -7209,6 +7210,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
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}
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// Edit a string of text
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// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
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// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
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{
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4
3rdparty/ocornut-imgui/imgui.h
vendored
4
3rdparty/ocornut-imgui/imgui.h
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@ -146,8 +146,8 @@ namespace ImGui
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
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IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. may incur tearing
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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1
3rdparty/ocornut-imgui/imgui_internal.h
vendored
1
3rdparty/ocornut-imgui/imgui_internal.h
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@ -675,6 +675,7 @@ namespace ImGui
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inline ImGuiWindow* GetCurrentWindowRead() { ImGuiState& g = *GImGui; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindow() { ImGuiState& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* GetParentWindow();
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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