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Added ImGuiStorage::GetVoidPtrRef()
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@ -1415,6 +1415,14 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
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return &it->val_f;
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}
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void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
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{
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ImVector<Pair>::iterator it = LowerBound(Data, key);
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if (it == Data.end() || it->key != key)
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it = Data.insert(it, Pair(key, default_val));
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return &it->val_p;
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}
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// FIXME-OPT: Wasting CPU because all SetInt() are preceeded by GetInt() calls so we should have the result from lower_bound already in place.
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// However we only use SetInt() on explicit user action (so that's maximum once a frame) so the optimisation isn't much needed.
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void ImGuiStorage::SetInt(ImU32 key, int val)
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1
imgui.h
1
imgui.h
@ -804,6 +804,7 @@ struct ImGuiStorage
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// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
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IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
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IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
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IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
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// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
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IMGUI_API void SetAllInt(int val);
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