Added GetDrawData() alternative to setting a Render function.

docking
ocornut 9 years ago
parent 93f9ad9ddf
commit dafad3903e

@ -96,6 +96,7 @@
io.DisplaySize.y = 1280.0f;
io.DeltaTime = 1.0f/60.0f;
io.IniFilename = "imgui.ini";
io.RenderDrawListsFn = my_render_function; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
// TODO: Fill others settings of the io structure
// Load texture
@ -1769,6 +1770,12 @@ ImGuiStyle& ImGui::GetStyle()
return GImGui->Style;
}
// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;
}
float ImGui::GetTime()
{
return GImGui->Time;
@ -1786,7 +1793,6 @@ void ImGui::NewFrame()
// Check user data
IM_ASSERT(g.IO.DeltaTime >= 0.0f);
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f); // Invalid
@ -1812,6 +1818,11 @@ void ImGui::NewFrame()
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.AddDrawCmd();
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
g.RenderDrawData.Valid = false;
g.RenderDrawData.CmdLists = NULL;
g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
// Update inputs state
if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
@ -2366,15 +2377,17 @@ void ImGui::Render()
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
// Render
if (!g.RenderDrawLists[0].empty())
// Setup draw data
g.RenderDrawData.Valid = true;
g.RenderDrawData.CmdLists = &g.RenderDrawLists[0][0];
g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;
g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
{
ImDrawData data;
data.CmdLists = &g.RenderDrawLists[0][0];
data.CmdListsCount = g.RenderDrawLists[0].Size;
data.TotalVtxCount = g.IO.MetricsRenderVertices;
data.TotalIdxCount = g.IO.MetricsRenderIndices;
g.IO.RenderDrawListsFn(&data);
g.IO.RenderDrawListsFn(&g.RenderDrawData);
}
}
}

@ -105,6 +105,7 @@ namespace ImGui
// Main
IMGUI_API ImGuiIO& GetIO();
IMGUI_API ImGuiStyle& GetStyle();
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
IMGUI_API void NewFrame();
IMGUI_API void Render();
IMGUI_API void Shutdown();
@ -694,8 +695,9 @@ struct ImGuiIO
// User Functions
//------------------------------------------------------------------
// REQUIRED: rendering function.
// See example code if you are unsure of how to implement this.
// Rendering function, will be called in Render().
// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
// See example applications if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);
// Optional: access OS clipboard
@ -1149,14 +1151,16 @@ struct ImDrawList
// All draw data to render an ImGui frame
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
ImDrawList** CmdLists;
int CmdListsCount;
int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
// Functions
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!
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.
IMGUI_API ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
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!
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.
};
struct ImFontConfig

@ -371,6 +371,7 @@ struct ImGuiState
ImGuiSetCond SetNextTreeNodeOpenedCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays

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