Internals: Settings: moved Windows setting to their sub-section.

This commit is contained in:
ocornut 2023-02-10 15:51:26 +01:00
parent 0b865136e3
commit b2ebd03b16
2 changed files with 51 additions and 48 deletions

View File

@ -12452,15 +12452,16 @@ void ImGui::LogButtons()
//-----------------------------------------------------------------------------
// - UpdateSettings() [Internal]
// - MarkIniSettingsDirty() [Internal]
// - CreateNewWindowSettings() [Internal]
// - FindWindowSettingsByName() [Internal]
// - FindWindowSettingsByWindow() [Internal]
// - FindSettingsHandler() [Internal]
// - ClearIniSettings() [Internal]
// - LoadIniSettingsFromDisk()
// - LoadIniSettingsFromMemory()
// - SaveIniSettingsToDisk()
// - SaveIniSettingsToMemory()
//-----------------------------------------------------------------------------
// - CreateNewWindowSettings() [Internal]
// - FindWindowSettingsByName() [Internal]
// - FindWindowSettingsByWindow() [Internal]
// - WindowSettingsHandler_***() [Internal]
//-----------------------------------------------------------------------------
@ -12507,48 +12508,6 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
g.SettingsDirtyTimer = g.IO.IniSavingRate;
}
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
{
ImGuiContext& g = *GImGui;
#if !IMGUI_DEBUG_INI_SETTINGS
// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
// Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
if (const char* p = strstr(name, "###"))
name = p;
#endif
const size_t name_len = strlen(name);
// Allocate chunk
const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
settings->ID = ImHashStr(name, name_len);
memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
return settings;
}
// This is called once per window .ini entry + once per newly instanciated window.
ImGuiWindowSettings* ImGui::FindWindowSettingsByName(const char* name)
{
ImGuiContext& g = *GImGui;
ImGuiID id = ImHashStr(name);
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->ID == id)
return settings;
return NULL;
}
// This is faster if you are holding on a Window already as we don't need to perform a search.
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->SettingsOffset != -1)
return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
return FindWindowSettingsByName(window->Name); // Actual search executed once, so at this point we don't mind the redundant hashing.
}
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
{
ImGuiContext& g = *GImGui;
@ -12698,6 +12657,48 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
return g.SettingsIniData.c_str();
}
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
{
ImGuiContext& g = *GImGui;
#if !IMGUI_DEBUG_INI_SETTINGS
// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
// Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
if (const char* p = strstr(name, "###"))
name = p;
#endif
const size_t name_len = strlen(name);
// Allocate chunk
const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
settings->ID = ImHashStr(name, name_len);
memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
return settings;
}
// This is called once per window .ini entry + once per newly instantiated window.
ImGuiWindowSettings* ImGui::FindWindowSettingsByName(const char* name)
{
ImGuiContext& g = *GImGui;
ImGuiID id = ImHashStr(name);
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->ID == id)
return settings;
return NULL;
}
// This is faster if you are holding on a Window already as we don't need to perform a search.
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->SettingsOffset != -1)
return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
return FindWindowSettingsByName(window->Name); // Actual search executed once, so at this point we don't mind the redundant hashing.
}
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;

View File

@ -2763,13 +2763,15 @@ namespace ImGui
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API void ClearIniSettings();
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByName(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);
IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
IMGUI_API void RemoveSettingsHandler(const char* type_name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Settings - Windows
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByName(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);
// Localization
IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);
inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }