Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables)

This commit is contained in:
omar
2019-11-07 16:05:03 +01:00
parent a337e219b6
commit d003674f2c
2 changed files with 51 additions and 27 deletions

View File

@ -88,7 +88,6 @@ struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
template<typename T> struct ImPool; // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
@ -145,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
// - Helpers: Maths
// - Helper: ImBoolVector
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
//-----------------------------------------------------------------------------
// Macros
@ -326,6 +326,28 @@ struct IMGUI_API ImPool
int GetSize() const { return Buf.Size; }
};
// Helper: ImChunkStream<>
// Build and iterate a contiguous stream of variable-sized structures.
// This is used by Settings to store persistent data while reducing allocation count.
// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
template<typename T>
struct IMGUI_API ImChunkStream
{
ImVector<char> Buf;
void clear() { Buf.clear(); }
bool empty() const { return Buf.Size == 0; }
int size() const { return Buf.Size; }
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); }
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
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; }
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
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; }
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
};
//-----------------------------------------------------------------------------
// Misc data structures
//-----------------------------------------------------------------------------
@ -681,15 +703,16 @@ struct IMGUI_API ImGuiInputTextState
// Windows data saved in imgui.ini file
// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
struct ImGuiWindowSettings
{
int NameOffset; // Offset into SettingsWindowNames[]
ImGuiID ID;
ImVec2ih Pos;
ImVec2ih Size;
bool Collapsed;
ImGuiWindowSettings() { NameOffset = -1; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
char* GetName() { return (char*)(this + 1); }
};
struct ImGuiSettingsHandler
@ -1053,12 +1076,11 @@ struct ImGuiContext
ImVec2 PlatformImeLastPos;
// Settings
bool SettingsLoaded;
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving)
ImGuiTextBuffer SettingsWindowsNames; // Names for SettingsWindows
bool SettingsLoaded;
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
// Logging
bool LogEnabled;
@ -1369,7 +1391,7 @@ struct IMGUI_API ImGuiWindow
ImGuiStorage StateStorage;
ImVector<ImGuiColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
ImDrawList DrawListInst;