(Breaking) Moved ImDrawCallback_ResetRenderState -> ImGui::GetPlatformIO().DrawCallback_ResetRenderState + added room in ImGuiPlatformIO for more standard backend-agnostic draw callbacks. (#9378)
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@@ -3166,12 +3166,6 @@ typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibilit
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typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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#endif
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// Special Draw callback value to request renderer backend to reset the graphics/render state.
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// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
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// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
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// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
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#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
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// Typically, 1 command = 1 GPU draw call (unless command is a callback)
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// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
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// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
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@@ -3378,7 +3372,8 @@ struct ImDrawList
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// Advanced: Draw Callbacks
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// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
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// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
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// - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
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// - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
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// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
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// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
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// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
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@@ -4022,6 +4017,12 @@ struct ImGuiPlatformIO
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// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
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void* Renderer_RenderState;
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// Standard draw callbacks
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ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
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ImDrawCallback DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
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ImDrawCallback DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
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ImDrawCallback DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
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//------------------------------------------------------------------
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// Output
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//------------------------------------------------------------------
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@@ -4150,6 +4151,8 @@ namespace ImGui
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//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
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}
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#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState
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//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
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// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
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// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
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