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Internal: FindWindowByName() faster and doesn't touch every windows
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parent
8e6adc78af
commit
571b08f315
10
imgui.cpp
10
imgui.cpp
@ -3920,13 +3920,9 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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ImGuiWindow* ImGui::FindWindowByName(const char* name)
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ImGuiWindow* ImGui::FindWindowByName(const char* name)
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{
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{
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// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiID id = ImHash(name, 0);
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ImGuiID id = ImHash(name, 0);
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for (int i = 0; i < g.Windows.Size; i++)
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return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
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if (g.Windows[i]->ID == id)
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return g.Windows[i];
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return NULL;
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}
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}
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static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
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static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
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@ -3937,6 +3933,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
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ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
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IM_PLACEMENT_NEW(window) ImGuiWindow(name);
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IM_PLACEMENT_NEW(window) ImGuiWindow(name);
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window->Flags = flags;
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window->Flags = flags;
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g.WindowsById.SetVoidPtr(window->ID, window);
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if (flags & ImGuiWindowFlags_NoSavedSettings)
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if (flags & ImGuiWindowFlags_NoSavedSettings)
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{
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{
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@ -5280,8 +5277,7 @@ bool ImGui::IsWindowAppearing()
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void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
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void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
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{
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{
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ImGuiWindow* window = FindWindowByName(name);
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if (ImGuiWindow* window = FindWindowByName(name))
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if (window)
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SetWindowCollapsed(window, collapsed, cond);
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SetWindowCollapsed(window, collapsed, cond);
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}
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}
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@ -422,6 +422,7 @@ struct ImGuiContext
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById;
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImGuiWindow* NavWindow; // Nav/focused window for navigation
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ImGuiWindow* NavWindow; // Nav/focused window for navigation
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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