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ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData
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6
imgui.h
6
imgui.h
@ -2723,15 +2723,15 @@ struct ImDrawList
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// [Internal, used while building lists]
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unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
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ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
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const char* _OwnerName; // Pointer to owner window's name for debugging
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ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
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ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
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const char* _OwnerName; // Pointer to owner window's name for debugging
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// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
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ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
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@ -126,7 +126,7 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan
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struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiContext; // Main Dear ImGui context
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struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
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struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style variables from an enum)
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struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum)
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struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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@ -1598,10 +1598,10 @@ struct ImGuiNavItemData
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
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ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
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