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Method AddDrawListToDrawDataEx

src/external/imgui/imgui_draw.cpp:1864–1901  ·  view source on GitHub ↗

Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list as long at it is expected that the result will be later merged into draw_data->CmdLists[].

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1862// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
1863// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
1864void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
1865{
1866 if (draw_list->CmdBuffer.Size == 0)
1867 return;
1868 if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
1869 return;
1870
1871 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
1872 // May trigger for you if you are using PrimXXX functions incorrectly.
1873 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
1874 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
1875 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
1876 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
1877
1878 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
1879 // If this assert triggers because you are drawing lots of stuff manually:
1880 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
1881 // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
1882 // - If you want large meshes with more than 64K vertices, you can either:
1883 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
1884 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
1885 // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
1886 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
1887 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
1888 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
1889 // Your own engine or render API may use different parameters or function calls to specify index sizes.
1890 // 2 and 4 bytes indices are generally supported by most graphics API.
1891 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
1892 // the 64K limit to split your draw commands in multiple draw lists.
1893 if (sizeof(ImDrawIdx) == 2)
1894 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
1895
1896 // Add to output list + records state in ImDrawData
1897 out_list->push_back(draw_list);
1898 draw_data->CmdListsCount++;
1899 draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
1900 draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
1901}
1902
1903void ImDrawData::AddDrawList(ImDrawList* draw_list)
1904{

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