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ImDrawList: Added ImDrawListFlags for AA settings. ImDrawList doesn't directly depends on GImGui anymore.

This commit is contained in:
omar 2017-12-21 19:48:51 +01:00
parent d139bd088d
commit 996dfb21cf
5 changed files with 23 additions and 18 deletions

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@ -30,12 +30,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize?
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
- drawlist: would be good to be able to deep copy a draw list (ImVector= op?).
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.

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@ -213,7 +213,8 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
- 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
@ -735,7 +736,7 @@ ImGuiStyle::ImGuiStyle()
DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
AntiAliasedShapes = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImGui::StyleColorsClassic(this);
@ -2290,6 +2291,7 @@ void ImGui::NewFrame()
g.OverlayDrawList.Clear();
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it
g.RenderDrawData.Valid = false;
@ -4475,8 +4477,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->LastFrameActive = current_frame;
window->IDStack.resize(1);
// Clear draw list, setup texture, outer clipping rectangle
// Setup draw list and outer clipping rectangle
window->DrawList->Clear();
window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
ImRect fullscreen_rect(GetVisibleRect());
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
@ -11662,11 +11665,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Selectable(buf, false);
if (ImGui::IsItemHovered())
{
ImGuiStyle& style = ImGui::GetStyle();
bool backup_aa_lines = style.AntiAliasedLines;
style.AntiAliasedLines = false; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
ImDrawListFlags backup_flags = overlay_draw_list->Flags;
overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
style.AntiAliasedLines = backup_aa_lines;
overlay_draw_list->Flags = backup_flags;
}
}
ImGui::TreePop();

10
imgui.h
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@ -79,6 +79,7 @@ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum)
typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
@ -855,7 +856,7 @@ struct ImGuiStyle
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImVec4 Colors[ImGuiCol_COUNT];
@ -1372,6 +1373,12 @@ enum ImDrawCornerFlags_
ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
};
enum ImDrawListFlags_
{
ImDrawListFlags_AntiAliasedLines = 1 << 0,
ImDrawListFlags_AntiAliasedFill = 1 << 1
};
// Draw command list
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
@ -1386,6 +1393,7 @@ struct ImDrawList
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
// [Internal, used while building lists]
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size

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@ -1983,7 +1983,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ImGui::TreeNode("Rendering"))
{
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
ImGui::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes);
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
ImGui::PushItemWidth(100);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);
if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;

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@ -304,6 +304,7 @@ void ImDrawList::Clear()
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
@ -598,15 +599,13 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
bool anti_aliased = GImGui->Style.AntiAliasedLines;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
int count = points_count;
if (!closed)
count = points_count-1;
const bool thick_line = thickness > 1.0f;
if (anti_aliased)
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = 1.0f;
@ -776,10 +775,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
const ImVec2 uv = _Data->TexUvWhitePixel;
bool anti_aliased = GImGui->Style.AntiAliasedShapes;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
if (anti_aliased)
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = 1.0f;