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WIP - Add ImTextureUserID_Invalid + introducing SetTexUserID().
Which gives us room for potentially updating ImDrawData during render.
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2 changed files with 12 additions and 8 deletions
14
imgui.h
14
imgui.h
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@ -323,6 +323,11 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
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typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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#endif
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// Define this to another value if you need value of 0 to be valid.
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#ifndef ImTextureID_Invalid
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#define ImTextureID_Invalid ((ImTextureID)0)
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#endif
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// ImTextureRef contains:
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// - a texture/atlas pointer, typically when created by Dear ImGui itself.
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// - OR a raw ImTextureID value (user/backend identifier), typically when created by user code to load images.
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@ -3470,14 +3475,12 @@ struct IMGUI_API ImTextureData
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int BytesPerPixel; // 4 or 1
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int UniqueID; // Sequential index to facilitate identifying a texture when debugging/printing. Only unique per atlas.
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unsigned char* Pixels; // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
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ImTextureID TexID; // Identifier stored in ImDrawCmd::GetTexID() and passed to backend RenderDrawData loop.
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ImTextureID TexID; // Always use SetTexID(): Identifier stored in ImDrawCmd::GetTexID() and passed to backend RenderDrawData loop.
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void* BackendUserData; // Convenience storage for backend. Some backends may have enough with TexID.
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ImTextureRect UpdateRect; // Bounding box encompassing all individual updates.
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ImVector<ImTextureRect> Updates; // Array of individual updates.
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int UnusedFrames; // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used.
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// [Internal]
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bool UseColors; // [Internal] Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool UseColors; // Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool WantDestroyNextFrame; // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
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// Functions
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@ -3491,6 +3494,7 @@ struct IMGUI_API ImTextureData
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int GetPitch() const { return Width * BytesPerPixel; }
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ImTextureRef GetTexRef() const { ImTextureRef tex_ref; tex_ref._TexData = (ImTextureData*)(void*)this; tex_ref._TexID = TexID; return tex_ref; }
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ImTextureID GetTexID() const { return TexID; }
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void SetTexID(ImTextureID tex_id){ TexID = tex_id; } // Called by the Renderer backend after creating or destroying the texture. Never modify TexID directly!
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};
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//-----------------------------------------------------------------------------
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@ -3788,7 +3792,7 @@ inline ImTextureID ImDrawCmd::GetTexID() const
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{
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ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID;
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if (TexRef._TexData != NULL)
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IM_ASSERT(tex_id && "ImDrawCmd is referring to Atlas texture that wasn't uploaded to graphics system.");
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IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID()!");
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return tex_id;
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}
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@ -2698,7 +2698,7 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas)
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if (tex->Status == ImTextureStatus_Destroyed)
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{
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == NULL);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL);
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if (tex->WantDestroyNextFrame)
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remove_from_list = true; // Destroy was scheduled by us
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else
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@ -2719,7 +2719,7 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas)
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}
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// If a texture has never reached the backend, they don't need to know about it.
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if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == 0 && tex->BackendUserData == NULL)
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if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
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remove_from_list = true;
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// Remove
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@ -3522,7 +3522,7 @@ ImTextureData* ImFontAtlasBuildAddTexture(ImFontAtlas* atlas, int w, int h)
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/*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate)
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{
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// Reuse texture not yet used by backend.
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IM_ASSERT(old_tex->TexID == 0 && old_tex->BackendUserData == NULL);
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IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL);
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old_tex->DestroyPixels();
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old_tex->Updates.clear();
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new_tex = old_tex;
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