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https://github.com/Drezil/imgui.git
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Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807
, the class will be used more extensively by Tables)
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parent
a337e219b6
commit
d003674f2c
36
imgui.cpp
36
imgui.cpp
@ -2525,7 +2525,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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LastTimeActive = -1.0f;
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ItemWidthDefault = 0.0f;
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FontWindowScale = 1.0f;
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SettingsIdx = -1;
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SettingsOffset = -1;
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DrawList = &DrawListInst;
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DrawList->_OwnerName = Name;
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@ -3818,7 +3818,6 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.PrivateClipboard.clear();
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g.InputTextState.ClearFreeMemory();
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g.SettingsWindowsNames.clear();
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g.SettingsWindows.clear();
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g.SettingsHandlers.clear();
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@ -4704,7 +4703,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
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{
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// Retrieve settings from .ini file
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window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
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window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
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SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
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window->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
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window->Collapsed = settings->Collapsed;
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@ -9205,27 +9204,31 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
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ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
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{
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ImGuiContext& g = *GImGui;
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g.SettingsWindows.push_back(ImGuiWindowSettings());
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ImGuiWindowSettings* settings = &g.SettingsWindows.back();
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#if !IMGUI_DEBUG_INI_SETTINGS
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// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
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// Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
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if (const char* p = strstr(name, "###"))
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name = p;
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#endif
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size_t name_len = strlen(name);
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settings->NameOffset = g.SettingsWindowsNames.size();
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g.SettingsWindowsNames.append(name, name + name_len + 1); // Append with zero terminator
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const size_t name_len = strlen(name);
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// Allocate chunk
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const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
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ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
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IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
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settings->ID = ImHashStr(name, name_len);
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memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
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return settings;
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}
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ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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for (int i = 0; i != g.SettingsWindows.Size; i++)
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if (g.SettingsWindows[i].ID == id)
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return &g.SettingsWindows[i];
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for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
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if (settings->ID == id)
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return settings;
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return NULL;
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}
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@ -9380,11 +9383,11 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
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if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
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continue;
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ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID);
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ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);
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if (!settings)
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{
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settings = ImGui::CreateNewWindowSettings(window->Name);
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window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
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window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
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}
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IM_ASSERT(settings->ID == window->ID);
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settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);
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@ -9393,11 +9396,10 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
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}
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// Write to text buffer
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buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
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for (int i = 0; i != g.SettingsWindows.Size; i++)
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buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
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for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
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{
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const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
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const char* settings_name = g.SettingsWindowsNames.c_str() + settings->NameOffset;
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const char* settings_name = settings->GetName();
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buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
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buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
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buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
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@ -88,7 +88,6 @@ struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
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struct ImGuiWindow; // Storage for one window
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struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
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struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
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template<typename T> struct ImPool; // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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@ -145,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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// - Helpers: Maths
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// - Helper: ImBoolVector
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// - Helper: ImPool<>
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// - Helper: ImChunkStream<>
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//-----------------------------------------------------------------------------
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// Macros
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@ -326,6 +326,28 @@ struct IMGUI_API ImPool
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int GetSize() const { return Buf.Size; }
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};
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// Helper: ImChunkStream<>
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// Build and iterate a contiguous stream of variable-sized structures.
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// This is used by Settings to store persistent data while reducing allocation count.
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// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
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// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
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template<typename T>
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struct IMGUI_API ImChunkStream
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{
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ImVector<char> Buf;
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void clear() { Buf.clear(); }
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bool empty() const { return Buf.Size == 0; }
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int size() const { return Buf.Size; }
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T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
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T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
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T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
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int chunk_size(const T* p) { return ((const int*)p)[-1]; }
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T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
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int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
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T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
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};
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//-----------------------------------------------------------------------------
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// Misc data structures
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//-----------------------------------------------------------------------------
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@ -681,15 +703,16 @@ struct IMGUI_API ImGuiInputTextState
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// Windows data saved in imgui.ini file
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// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
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// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
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struct ImGuiWindowSettings
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{
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int NameOffset; // Offset into SettingsWindowNames[]
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ImGuiID ID;
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ImVec2ih Pos;
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ImVec2ih Size;
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bool Collapsed;
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ImGuiWindowSettings() { NameOffset = -1; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
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ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
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char* GetName() { return (char*)(this + 1); }
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};
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struct ImGuiSettingsHandler
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@ -1053,12 +1076,11 @@ struct ImGuiContext
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ImVec2 PlatformImeLastPos;
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// Settings
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bool SettingsLoaded;
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float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
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ImGuiTextBuffer SettingsIniData; // In memory .ini settings
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ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
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ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving)
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ImGuiTextBuffer SettingsWindowsNames; // Names for SettingsWindows
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bool SettingsLoaded;
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float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
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ImGuiTextBuffer SettingsIniData; // In memory .ini settings
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ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
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ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
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// Logging
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bool LogEnabled;
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@ -1369,7 +1391,7 @@ struct IMGUI_API ImGuiWindow
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ImGuiStorage StateStorage;
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ImVector<ImGuiColumns> ColumnsStorage;
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float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
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int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
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int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
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ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
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ImDrawList DrawListInst;
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