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Demo: Log: Comments. Using clipper. Not linking with rand() anymore.
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@ -31,6 +31,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
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- window: investigate better auto-positioning for new windows.
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- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
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- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
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- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
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- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
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- scrolling/style: shadows on scrollable areas to denote that there is more contents
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@ -3375,10 +3375,15 @@ struct ExampleAppLog
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{
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ImGuiTextBuffer Buf;
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ImGuiTextFilter Filter;
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ImVector<int> LineOffsets; // Index to lines offset
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ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
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bool ScrollToBottom;
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void Clear() { Buf.clear(); LineOffsets.clear(); }
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void Clear()
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{
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Buf.clear();
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LineOffsets.clear();
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LineOffsets.push_back(0);
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}
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void AddLog(const char* fmt, ...) IM_FMTARGS(2)
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{
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@ -3389,13 +3394,12 @@ struct ExampleAppLog
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va_end(args);
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for (int new_size = Buf.size(); old_size < new_size; old_size++)
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if (Buf[old_size] == '\n')
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LineOffsets.push_back(old_size);
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LineOffsets.push_back(old_size + 1);
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ScrollToBottom = true;
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}
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void Draw(const char* title, bool* p_open = NULL)
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{
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ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin(title, p_open))
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{
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ImGui::End();
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@ -3408,24 +3412,47 @@ struct ExampleAppLog
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Filter.Draw("Filter", -100.0f);
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ImGui::Separator();
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ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
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if (copy) ImGui::LogToClipboard();
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if (copy)
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ImGui::LogToClipboard();
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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const char* buf = Buf.begin();
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const char* buf_end = Buf.end();
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if (Filter.IsActive())
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{
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const char* buf_begin = Buf.begin();
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const char* line = buf_begin;
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for (int line_no = 0; line != NULL; line_no++)
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for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
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{
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const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
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if (Filter.PassFilter(line, line_end))
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ImGui::TextUnformatted(line, line_end);
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line = line_end && line_end[1] ? line_end + 1 : NULL;
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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if (Filter.PassFilter(line_start, line_end))
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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else
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{
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ImGui::TextUnformatted(Buf.begin());
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// The simplest and easy way to display the entire buffer:
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// ImGui::TextUnformatted(buf_begin, buf_end);
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// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
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// Here we instead demonstrate using the clipper to only process lines that are within the visible area.
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// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
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// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
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// both of which we can handle since we an array pointing to the beginning of each line of text.
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// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
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// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
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ImGuiListClipper clipper;
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clipper.Begin(LineOffsets.Size);
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while (clipper.Step())
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{
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for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
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{
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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clipper.End();
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}
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ImGui::PopStyleVar();
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if (ScrollToBottom)
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ImGui::SetScrollHereY(1.0f);
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@ -3440,15 +3467,23 @@ static void ShowExampleAppLog(bool* p_open)
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{
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static ExampleAppLog log;
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// Demo: add random items (unless Ctrl is held)
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static double last_time = -1.0;
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double time = ImGui::GetTime();
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if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)
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// For the demo: add a debug button before the normal log window contents
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// We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window.
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ImGui::Begin("Example: Log", p_open);
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if (ImGui::SmallButton("Add 5 entries"))
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{
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const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
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log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount());
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last_time = time;
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static int counter = 0;
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for (int n = 0; n < 5; n++)
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{
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const char* categories[3] = { "info", "warn", "error" };
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const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
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log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
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ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
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counter++;
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}
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}
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ImGui::End();
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log.Draw("Example: Log", p_open);
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}
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