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https://github.com/shadps4-emu/ext-imgui.git
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Added GetDrawData() alternative to setting a Render function.
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commit
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31
imgui.cpp
31
imgui.cpp
@ -96,6 +96,7 @@
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io.DisplaySize.y = 1280.0f;
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io.DeltaTime = 1.0f/60.0f;
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io.IniFilename = "imgui.ini";
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io.RenderDrawListsFn = my_render_function; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
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// TODO: Fill others settings of the io structure
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// Load texture
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@ -1769,6 +1770,12 @@ ImGuiStyle& ImGui::GetStyle()
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return GImGui->Style;
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}
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// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
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ImDrawData* ImGui::GetDrawData()
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{
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return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;
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}
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float ImGui::GetTime()
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{
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return GImGui->Time;
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@ -1786,7 +1793,6 @@ void ImGui::NewFrame()
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// Check user data
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IM_ASSERT(g.IO.DeltaTime >= 0.0f);
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IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
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IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
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IM_ASSERT(g.IO.Fonts->Fonts.Size > 0); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
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IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
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IM_ASSERT(g.Style.CurveTessellationTol > 0.0f); // Invalid
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@ -1812,6 +1818,11 @@ void ImGui::NewFrame()
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g.OverlayDrawList.PushClipRectFullScreen();
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g.OverlayDrawList.AddDrawCmd();
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it
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g.RenderDrawData.Valid = false;
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g.RenderDrawData.CmdLists = NULL;
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g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
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// Update inputs state
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if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
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g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
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@ -2366,15 +2377,17 @@ void ImGui::Render()
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if (!g.OverlayDrawList.VtxBuffer.empty())
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AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
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// Render
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if (!g.RenderDrawLists[0].empty())
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// Setup draw data
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g.RenderDrawData.Valid = true;
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g.RenderDrawData.CmdLists = &g.RenderDrawLists[0][0];
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g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;
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g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
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g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
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// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
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if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
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{
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ImDrawData data;
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data.CmdLists = &g.RenderDrawLists[0][0];
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data.CmdListsCount = g.RenderDrawLists[0].Size;
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data.TotalVtxCount = g.IO.MetricsRenderVertices;
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data.TotalIdxCount = g.IO.MetricsRenderIndices;
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g.IO.RenderDrawListsFn(&data);
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g.IO.RenderDrawListsFn(&g.RenderDrawData);
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}
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}
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}
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12
imgui.h
12
imgui.h
@ -105,6 +105,7 @@ namespace ImGui
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// Main
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IMGUI_API ImGuiIO& GetIO();
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IMGUI_API ImGuiStyle& GetStyle();
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IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
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IMGUI_API void NewFrame();
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IMGUI_API void Render();
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IMGUI_API void Shutdown();
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@ -694,8 +695,9 @@ struct ImGuiIO
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// User Functions
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//------------------------------------------------------------------
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// REQUIRED: rendering function.
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// See example code if you are unsure of how to implement this.
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// Rendering function, will be called in Render().
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// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
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// See example applications if you are unsure of how to implement this.
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void (*RenderDrawListsFn)(ImDrawData* data);
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// Optional: access OS clipboard
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@ -1149,14 +1151,16 @@ struct ImDrawList
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// All draw data to render an ImGui frame
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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ImDrawList** CmdLists;
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int CmdListsCount;
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int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
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int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
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// Functions
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void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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IMGUI_API ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
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IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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struct ImFontConfig
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@ -371,6 +371,7 @@ struct ImGuiState
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ImGuiSetCond SetNextTreeNodeOpenedCond;
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// Render
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ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
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ImVector<ImDrawList*> RenderDrawLists[3];
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float ModalWindowDarkeningRatio;
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ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
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