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https://github.com/shadps4-emu/ext-imgui.git
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Revert "Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)"
This reverts commit 9b3ce494fd
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53f0f97273
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@ -46,8 +46,6 @@ Other Changes:
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flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
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flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
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- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
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- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
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or _OpenOnArrow would open the node. (#143)
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or _OpenOnArrow would open the node. (#143)
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- Columns: Lower overhead on column switches and switching to background channel (some of our stress
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tests in debug builds went 3->2 ms). Benefits Columns but was primarily made with Tables in mind!
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- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
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- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
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Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
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Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
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Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
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Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
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@ -4168,12 +4168,7 @@ static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_da
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}
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}
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}
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}
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// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
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// 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.
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// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
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// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
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// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
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// some frequently called functions which to modify both channels and clipping simultaneously tend to use a more
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// specialized code path to added extraneous updates of the underlying ImDrawCmd.
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void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
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void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
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{
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{
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ImGuiWindow* window = GetCurrentWindow();
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ImGuiWindow* window = GetCurrentWindow();
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@ -435,7 +435,6 @@ struct IMGUI_API ImRect
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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.
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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.
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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); }
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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); }
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bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
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bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
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ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
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};
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};
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// Helper: ImBitArray
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// Helper: ImBitArray
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@ -7549,11 +7549,6 @@ void ImGui::PushColumnsBackground()
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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if (columns->Count == 1)
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return;
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return;
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// Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
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//if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PushColumnsBackground()\n");
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window->DrawList->_CmdHeader.ClipRect = columns->HostClipRect.ToVec4();
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columns->Splitter.SetCurrentChannel(window->DrawList, 0);
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columns->Splitter.SetCurrentChannel(window->DrawList, 0);
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int cmd_size = window->DrawList->CmdBuffer.Size;
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int cmd_size = window->DrawList->CmdBuffer.Size;
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PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
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PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
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@ -7567,12 +7562,6 @@ void ImGui::PopColumnsBackground()
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ImGuiColumns* columns = window->DC.CurrentColumns;
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ImGuiColumns* columns = window->DC.CurrentColumns;
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if (columns->Count == 1)
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if (columns->Count == 1)
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return;
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return;
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// Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop
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//if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PopColumnsBackground()\n");
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ImVec4 pop_clip_rect = window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 2];
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window->DrawList->_CmdHeader.ClipRect = pop_clip_rect;
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
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PopClipRect();
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PopClipRect();
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}
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}
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@ -7695,22 +7684,11 @@ void ImGui::NextColumn()
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return;
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return;
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}
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}
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PopItemWidth();
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PopItemWidth();
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PopClipRect();
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// Next column
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if (++columns->Current == columns->Count)
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columns->Current = 0;
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// As a small optimization, to avoid doing PopClipRect() + SetCurrentChannel() + PushClipRect()
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// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
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// We use a shortcut: we override ClipRect in window and drawlist's CmdHeader + SetCurrentChannel().
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ImGuiColumnData* column = &columns->Columns[columns->Current];
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window->ClipRect = column->ClipRect;
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window->DrawList->_CmdHeader.ClipRect = column->ClipRect.ToVec4();
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//PopClipRect();
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const float column_padding = g.Style.ItemSpacing.x;
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const float column_padding = g.Style.ItemSpacing.x;
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
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if (columns->Current > 0)
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if (++columns->Current < columns->Count)
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{
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{
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// Columns 1+ ignore IndentX (by canceling it out)
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// Columns 1+ ignore IndentX (by canceling it out)
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// FIXME-COLUMNS: Unnecessary, could be locked?
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// FIXME-COLUMNS: Unnecessary, could be locked?
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@ -7723,6 +7701,7 @@ void ImGui::NextColumn()
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// Column 0 honor IndentX
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// Column 0 honor IndentX
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
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columns->Splitter.SetCurrentChannel(window->DrawList, 1);
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columns->Splitter.SetCurrentChannel(window->DrawList, 1);
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columns->Current = 0;
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columns->LineMinY = columns->LineMaxY;
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columns->LineMinY = columns->LineMaxY;
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}
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}
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
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@ -7730,7 +7709,7 @@ void ImGui::NextColumn()
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
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window->DC.CurrLineTextBaseOffset = 0.0f;
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window->DC.CurrLineTextBaseOffset = 0.0f;
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//PushColumnClipRect(columns->Current);
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PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
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// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
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// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
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float offset_0 = GetColumnOffset(columns->Current);
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float offset_0 = GetColumnOffset(columns->Current);
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