Columns offsets cached to avoid repeated binary search.

This commit is contained in:
ocornut 2015-02-11 11:50:24 +00:00
parent 6347179bb0
commit c73d9cfebb

View File

@ -897,6 +897,7 @@ struct ImGuiDrawContext
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetID;
ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
ImGuiDrawContext()
{
@ -6224,7 +6225,6 @@ void ImGui::NextColumn()
}
}
// FIMXE-OPT: This is called too often. We need to cache offset for active columns set.
float ImGui::GetColumnOffset(int column_index)
{
ImGuiState& g = *GImGui;
@ -6232,11 +6232,9 @@ float ImGui::GetColumnOffset(int column_index)
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
RegisterAliveId(column_id);
const float default_t = column_index / (float)window->DC.ColumnsCount;
const float t = window->StateStorage.GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
// Read from cache
IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
const float t = window->DC.ColumnsOffsetsT[column_index];
const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
return offset;
}
@ -6248,9 +6246,11 @@ void ImGui::SetColumnOffset(int column_index, float offset)
if (column_index < 0)
column_index = window->DC.ColumnsCurrent;
IM_ASSERT(column_index < (int)window->DC.ColumnsOffsetsT.size());
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
window->StateStorage.SetFloat(column_id, t);
window->DC.ColumnsOffsetsT[column_index] = t;
}
float ImGui::GetColumnWidth(int column_index)
@ -6337,9 +6337,26 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
if (window->DC.ColumnsCount != 1)
{
// Cache column offsets
window->DC.ColumnsOffsetsT.resize((size_t)columns_count + 1);
for (int column_index = 0; column_index < columns_count + 1; column_index++)
{
const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
RegisterAliveId(column_id);
const float default_t = column_index / (float)window->DC.ColumnsCount;
const float t = window->StateStorage.GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
window->DC.ColumnsOffsetsT[column_index] = t;
}
PushColumnClipRect();
ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
}
else
{
window->DC.ColumnsOffsetsT.resize(2);
window->DC.ColumnsOffsetsT[0] = 0.0f;
window->DC.ColumnsOffsetsT[1] = 1.0f;
}
}
void ImGui::TreePush(const char* str_id)