Fonts: Fixed support for multiple contexts.
This commit is contained in:
@@ -3603,6 +3603,7 @@ struct ImFontAtlas
|
||||
ImTextureData* TexData; // Current texture
|
||||
ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
|
||||
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
|
||||
bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
|
||||
bool TexIsBuilt; // Set when texture was built matching current font input
|
||||
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
|
||||
ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight)
|
||||
@@ -3612,7 +3613,7 @@ struct ImFontAtlas
|
||||
//ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
|
||||
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
|
||||
int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
|
||||
ImDrawListSharedData* DrawListSharedData; // In principle this could become an array (e.g. multiple contexts using same atlas)
|
||||
ImVector<ImDrawListSharedData*> DrawListSharedDatas;
|
||||
|
||||
// [Internal] Font builder
|
||||
ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public
|
||||
|
||||
Reference in New Issue
Block a user