Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list

+ Merged 4 draw calls into one, should be merged at lower level.
docking
ocornut 10 years ago
parent efeeba99ca
commit 60f3cfbe98

@ -1207,7 +1207,6 @@ public:
ImGuiID GetID(const char* str);
ImGuiID GetID(const void* ptr);
void AddToRenderList();
bool FocusItemRegister(bool is_active, bool tab_stop = true); // Return true if focus is requested
void FocusItemUnregister();
@ -1600,21 +1599,24 @@ void ImGuiWindow::FocusItemUnregister()
FocusIdxTabCounter--;
}
void ImGuiWindow::AddToRenderList()
static inline void AddDrawListToRenderList(ImDrawList* draw_list)
{
ImGuiState& g = *GImGui;
if (!DrawList->commands.empty() && !DrawList->vtx_buffer.empty())
if (!draw_list->commands.empty() && !draw_list->vtx_buffer.empty())
{
if (DrawList->commands.back().vtx_count == 0)
DrawList->commands.pop_back();
g.RenderDrawLists.push_back(DrawList);
if (draw_list->commands.back().vtx_count == 0)
draw_list->commands.pop_back();
GImGui->RenderDrawLists.push_back(draw_list);
}
for (size_t i = 0; i < DC.ChildWindows.size(); i++)
}
static void AddWindowToRenderList(ImGuiWindow* window)
{
AddDrawListToRenderList(window->DrawList);
for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
{
ImGuiWindow* child = DC.ChildWindows[i];
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Visible) // clipped children may have been marked not Visible
child->AddToRenderList();
AddWindowToRenderList(child);
}
}
@ -2123,13 +2125,13 @@ void ImGui::Render()
{
ImGuiWindow* window = g.Windows[i];
if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
window->AddToRenderList();
AddWindowToRenderList(window);
}
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Visible && (window->Flags & ImGuiWindowFlags_Tooltip))
window->AddToRenderList();
AddWindowToRenderList(window);
}
if (g.IO.MouseDrawCursor)
@ -2140,11 +2142,13 @@ void ImGui::Render()
const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
static ImDrawList draw_list;
draw_list.Clear();
draw_list.PushTextureID(tex_id);
draw_list.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
draw_list.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0xFF000000); // Black border
draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_WHITE * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_WHITE + size) * tex_uv_scale, 0xFFFFFFFF); // White fill
g.RenderDrawLists.push_back(&draw_list);
draw_list.PopTextureID();
AddDrawListToRenderList(&draw_list);
}
// Render

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