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Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful for lazy/idle render mechanisms as new windows are typically not visible for one frame.
Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
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@ -64,6 +64,9 @@ Other Changes:
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- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
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- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
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- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
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- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful
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for lazy/idle render mechanisms as new windows are typically not visible for one frame.
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- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
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- Demo: Added basic Drag and Drop demo. (#143)
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- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section.
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- Examples: Tweaked the main.cpp of each example.
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12
imgui.cpp
12
imgui.cpp
@ -4356,6 +4356,8 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.IO.MetricsRenderWindows++;
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AddDrawListToDrawData(out_render_list, window->DrawList);
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for (int i = 0; i < window->DC.ChildWindows.Size; i++)
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{
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@ -4368,7 +4370,6 @@ static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWin
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static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
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else
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@ -4518,6 +4519,7 @@ void ImGui::EndFrame()
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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g.Windows.swap(g.WindowsSortBuffer);
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g.IO.MetricsActiveWindows = g.WindowsActiveCount;
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// Unlock font atlas
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g.IO.Fonts->Locked = false;
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@ -4541,7 +4543,7 @@ void ImGui::Render()
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g.FrameCountRendered = g.FrameCount;
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// Gather windows to render
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
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g.DrawDataBuilder.Clear();
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ImGuiWindow* windows_to_render_front_most[2];
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windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
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@ -14037,9 +14039,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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static bool show_draw_cmd_clip_rects = true;
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static bool show_window_begin_order = false;
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ImGuiIO& io = ImGui::GetIO();
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ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
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ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
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ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
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ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
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ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);
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3
imgui.h
3
imgui.h
@ -1158,7 +1158,8 @@ struct ImGuiIO
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
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int MetricsRenderWindows; // Number of visible windows
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int MetricsActiveWindows; // Number of active windows
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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//------------------------------------------------------------------
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