Using range-based for where it makes sense. (#4537)

This commit is contained in:
ocornut 2023-08-28 12:21:16 +02:00
parent 33ea1e8b78
commit 82d177ccbd
3 changed files with 126 additions and 171 deletions

190
imgui.cpp
View File

@ -2551,16 +2551,15 @@ void ImGuiTextFilter::Build()
input_range.split(',', &Filters);
CountGrep = 0;
for (int i = 0; i != Filters.Size; i++)
for (ImGuiTextRange& f : Filters)
{
ImGuiTextRange& f = Filters[i];
while (f.b < f.e && ImCharIsBlankA(f.b[0]))
f.b++;
while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
f.e--;
if (f.empty())
continue;
if (Filters[i].b[0] != '-')
if (f.b[0] != '-')
CountGrep += 1;
}
}
@ -2573,9 +2572,8 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
if (text == NULL)
text = "";
for (int i = 0; i != Filters.Size; i++)
for (const ImGuiTextRange& f : Filters)
{
const ImGuiTextRange& f = Filters[i];
if (f.empty())
continue;
if (f.b[0] == '-')
@ -2964,14 +2962,14 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
// - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
// - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
// which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
for (int i = 0; i < data->Ranges.Size; i++)
if (data->Ranges[i].PosToIndexConvert)
for (ImGuiListClipperRange& range : data->Ranges)
if (range.PosToIndexConvert)
{
int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
data->Ranges[i].PosToIndexConvert = false;
int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
range.PosToIndexConvert = false;
}
ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
}
@ -3482,13 +3480,12 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
ImGuiContext& g = *GImGui;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
for (int n = 0; n < g.Viewports.Size; n++)
for (ImGuiViewportP* viewport : g.Viewports)
{
// We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
ImVec2 offset, size, uv[4];
if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
continue;
ImGuiViewportP* viewport = g.Viewports[n];
const ImVec2 pos = base_pos - offset;
const float scale = base_scale;
if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
@ -3707,9 +3704,9 @@ void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook_id != 0);
for (int n = 0; n < g.Hooks.Size; n++)
if (g.Hooks[n].HookId == hook_id)
g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
for (ImGuiContextHook& hook : g.Hooks)
if (hook.HookId == hook_id)
hook.Type = ImGuiContextHookType_PendingRemoval_;
}
// Call context hooks (used by e.g. test engine)
@ -3717,9 +3714,9 @@ void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
{
ImGuiContext& g = *ctx;
for (int n = 0; n < g.Hooks.Size; n++)
if (g.Hooks[n].Type == hook_type)
g.Hooks[n].Callback(&g, &g.Hooks[n]);
for (ImGuiContextHook& hook : g.Hooks)
if (hook.Type == hook_type)
hook.Callback(&g, &hook);
}
@ -4554,8 +4551,8 @@ void ImGui::NewFrame()
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
for (int n = 0; n < g.Viewports.Size; n++)
virtual_space.Add(g.Viewports[n]->GetMainRect());
for (ImGuiViewportP* viewport : g.Viewports)
virtual_space.Add(viewport->GetMainRect());
g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
@ -4570,8 +4567,8 @@ void ImGui::NewFrame()
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
for (int n = 0; n < g.Viewports.Size; n++)
g.Viewports[n]->DrawDataP.Valid = false;
for (ImGuiViewportP* viewport : g.Viewports)
viewport->DrawDataP.Valid = false;
// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
@ -4717,9 +4714,8 @@ void ImGui::NewFrame()
// Mark all windows as not visible and compact unused memory.
IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (int i = 0; i != g.Windows.Size; i++)
for (ImGuiWindow* window : g.Windows)
{
ImGuiWindow* window = g.Windows[i];
window->WasActive = window->Active;
window->Active = false;
window->WriteAccessed = false;
@ -4735,9 +4731,9 @@ void ImGui::NewFrame()
for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
for (int i = 0; i < g.TablesTempData.Size; i++)
if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
TableGcCompactTransientBuffers(&g.TablesTempData[i]);
for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
TableGcCompactTransientBuffers(&table_temp_data);
if (g.GcCompactAll)
GcCompactTransientMiscBuffers();
g.GcCompactAll = false;
@ -4817,12 +4813,9 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
ImGuiViewportP* viewport = g.Viewports[0];
g.IO.MetricsRenderWindows++;
ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
for (ImGuiWindow* child : window->DC.ChildWindows)
if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
AddWindowToDrawData(child, layer);
}
}
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
@ -5047,9 +5040,8 @@ void ImGui::EndFrame()
// We cannot do that on FocusWindow() because children may not exist yet
g.WindowsTempSortBuffer.resize(0);
g.WindowsTempSortBuffer.reserve(g.Windows.Size);
for (int i = 0; i != g.Windows.Size; i++)
for (ImGuiWindow* window : g.Windows)
{
ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue;
AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
@ -5092,9 +5084,8 @@ void ImGui::Render()
RenderDimmedBackgrounds();
// Add background ImDrawList (for each active viewport)
for (int n = 0; n != g.Viewports.Size; n++)
for (ImGuiViewportP* viewport : g.Viewports)
{
ImGuiViewportP* viewport = g.Viewports[n];
InitViewportDrawData(viewport);
if (viewport->BgFgDrawLists[0] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
@ -5104,9 +5095,8 @@ void ImGui::Render()
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
for (int n = 0; n != g.Windows.Size; n++)
for (ImGuiWindow* window : g.Windows)
{
ImGuiWindow* window = g.Windows[n];
IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
AddRootWindowToDrawData(window);
@ -5121,9 +5111,8 @@ void ImGui::Render()
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
for (int n = 0; n < g.Viewports.Size; n++)
for (ImGuiViewportP* viewport : g.Viewports)
{
ImGuiViewportP* viewport = g.Viewports[n];
FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
// Add foreground ImDrawList (for each active viewport)
@ -5133,8 +5122,8 @@ void ImGui::Render()
// We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
ImDrawData* draw_data = &viewport->DrawDataP;
IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
for (int draw_list_n = 0; draw_list_n < draw_data->CmdLists.Size; draw_list_n++)
draw_data->CmdLists[draw_list_n]->_PopUnusedDrawCmd();
for (ImDrawList* draw_list : draw_data->CmdLists)
draw_list->_PopUnusedDrawCmd();
g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
@ -6199,9 +6188,9 @@ ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
return NULL;
// Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
for (int i = 0; i < g.OpenPopupStack.Size; i++)
for (ImGuiPopupData& popup_data : g.OpenPopupStack)
{
ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
ImGuiWindow* popup_window = popup_data.Window;
if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
continue;
if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
@ -12967,9 +12956,9 @@ ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
const ImGuiID type_hash = ImHashStr(type_name);
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
return &g.SettingsHandlers[handler_n];
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.TypeHash == type_hash)
return &handler;
return NULL;
}
@ -12978,9 +12967,9 @@ void ImGui::ClearIniSettings()
{
ImGuiContext& g = *GImGui;
g.SettingsIniData.clear();
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
if (g.SettingsHandlers[handler_n].ClearAllFn)
g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ClearAllFn != NULL)
handler.ClearAllFn(&g, &handler);
}
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
@ -13015,9 +13004,9 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
// Call pre-read handlers
// Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
if (g.SettingsHandlers[handler_n].ReadInitFn)
g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ReadInitFn != NULL)
handler.ReadInitFn(&g, &handler);
void* entry_data = NULL;
ImGuiSettingsHandler* entry_handler = NULL;
@ -13061,9 +13050,9 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
memcpy(buf, ini_data, ini_size);
// Call post-read handlers
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
if (g.SettingsHandlers[handler_n].ApplyAllFn)
g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ApplyAllFn != NULL)
handler.ApplyAllFn(&g, &handler);
}
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
@ -13089,11 +13078,8 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
g.SettingsDirtyTimer = 0.0f;
g.SettingsIniData.Buf.resize(0);
g.SettingsIniData.Buf.push_back(0);
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
{
ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
handler->WriteAllFn(&g, handler, &g.SettingsIniData);
}
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
if (out_size)
*out_size = (size_t)g.SettingsIniData.size();
return g.SettingsIniData.c_str();
@ -13159,8 +13145,8 @@ void ImGui::ClearWindowSettings(const char* name)
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Windows.Size; i++)
g.Windows[i]->SettingsOffset = -1;
for (ImGuiWindow* window : g.Windows)
window->SettingsOffset = -1;
g.SettingsWindows.clear();
}
@ -13205,9 +13191,8 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
// Gather data from windows that were active during this session
// (if a window wasn't opened in this session we preserve its settings)
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Windows.Size; i++)
for (ImGuiWindow* window : g.Windows)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
continue;
@ -13286,10 +13271,8 @@ static void ImGui::UpdateViewportsNewFrame()
main_viewport->Pos = ImVec2(0.0f, 0.0f);
main_viewport->Size = g.IO.DisplaySize;
for (int n = 0; n < g.Viewports.Size; n++)
for (ImGuiViewportP* viewport : g.Viewports)
{
ImGuiViewportP* viewport = g.Viewports[n];
// Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
@ -13507,9 +13490,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
ImVec2 off = bb.Min - viewport->Pos * scale;
float alpha_mul = 1.0f;
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
for (int i = 0; i != g.Windows.Size; i++)
for (ImGuiWindow* thumb_window : g.Windows)
{
ImGuiWindow* thumb_window = g.Windows[i];
if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
continue;
@ -13536,13 +13518,12 @@ static void RenderViewportsThumbnails()
// We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
float SCALE = 1.0f / 8.0f;
ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
for (int n = 0; n < g.Viewports.Size; n++)
bb_full.Add(g.Viewports[n]->GetMainRect());
for (ImGuiViewportP* viewport : g.Viewports)
bb_full.Add(viewport->GetMainRect());
ImVec2 p = window->DC.CursorPos;
ImVec2 off = p - bb_full.Min * SCALE;
for (int n = 0; n < g.Viewports.Size; n++)
for (ImGuiViewportP* viewport : g.Viewports)
{
ImGuiViewportP* viewport = g.Viewports[n];
ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
}
@ -13650,9 +13631,8 @@ static void MetricsHelpMarker(const char* desc)
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (int i = 0; i < atlas->Fonts.Size; i++)
for (ImFont* font : atlas->Fonts)
{
ImFont* font = atlas->Fonts[i];
PushID(font);
DebugNodeFont(font);
PopID();
@ -13853,9 +13833,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
temp_buffer.resize(0);
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
temp_buffer.push_back(g.Windows[i]);
for (ImGuiWindow* window : g.Windows)
if (window->LastFrameActive + 1 >= g.FrameCount)
temp_buffer.push_back(window);
struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
@ -13867,18 +13847,15 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// DrawLists
int drawlist_count = 0;
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
drawlist_count += g.Viewports[viewport_i]->DrawDataP.CmdLists.Size;
for (ImGuiViewportP* viewport : g.Viewports)
drawlist_count += viewport->DrawDataP.CmdLists.Size;
if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
{
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_i];
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
}
for (ImGuiViewportP* viewport : g.Viewports)
for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
TreePop();
}
@ -13888,22 +13865,21 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Indent(GetTreeNodeToLabelSpacing());
RenderViewportsThumbnails();
Unindent(GetTreeNodeToLabelSpacing());
for (int i = 0; i < g.Viewports.Size; i++)
DebugNodeViewport(g.Viewports[i]);
for (ImGuiViewportP* viewport : g.Viewports)
DebugNodeViewport(viewport);
TreePop();
}
// Details for Popups
if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
{
// As it's difficult to interact with tree nodes while popups are open, we display everything inline.
const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
ImGuiWindow* window = popup_data->Window;
ImGuiWindow* window = popup_data.Window;
BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
}
TreePop();
}
@ -13973,8 +13949,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
{
for (int n = 0; n < g.SettingsHandlers.Size; n++)
BulletText("\"%s\"", g.SettingsHandlers[n].TypeName);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
BulletText("\"%s\"", handler.TypeName);
TreePop();
}
if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
@ -14138,9 +14114,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Overlay: Display windows Rectangles and Begin Order
if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
{
for (int n = 0; n < g.Windows.Size; n++)
for (ImGuiWindow* window : g.Windows)
{
ImGuiWindow* window = g.Windows[n];
if (!window->WasActive)
continue;
ImDrawList* draw_list = GetForegroundDrawList(window);
@ -14203,8 +14178,8 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return;
BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
for (ImGuiOldColumnData& column : columns->Columns)
BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
TreePop();
}
@ -14439,11 +14414,8 @@ void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
{
if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
return;
for (int n = 0; n < storage->Data.Size; n++)
{
const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
}
TreePop();
}
@ -14501,8 +14473,8 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
(flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataP.CmdLists.Size; draw_list_i++)
DebugNodeDrawList(NULL, viewport, viewport->DrawDataP.CmdLists[draw_list_i], "DrawList");
for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
TreePop();
}
}
@ -14557,8 +14529,8 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
{
for (int n = 0; n < window->ColumnsStorage.Size; n++)
DebugNodeColumns(&window->ColumnsStorage[n]);
for (ImGuiOldColumns& columns : window->ColumnsStorage)
DebugNodeColumns(&columns);
TreePop();
}
DebugNodeStorage(&window->StateStorage, "Storage");

View File

@ -6230,9 +6230,8 @@ void ImGui::ShowFontSelector(const char* label)
ImFont* font_current = ImGui::GetFont();
if (ImGui::BeginCombo(label, font_current->GetDebugName()))
{
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
for (ImFont* font : io.Fonts->Fonts)
{
ImFont* font = io.Fonts->Fonts[n];
ImGui::PushID((void*)font);
if (ImGui::Selectable(font->GetDebugName(), font == font_current))
io.FontDefault = font;
@ -6840,9 +6839,8 @@ struct ExampleAppConsole
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (int i = 0; i < Items.Size; i++)
for (const char* item : Items)
{
const char* item = Items[i];
if (!Filter.PassFilter(item))
continue;
@ -8027,12 +8025,11 @@ struct ExampleAppDocuments
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
{
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
for (MyDocument& doc : app.Documents)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open && doc->OpenPrev)
ImGui::SetTabItemClosed(doc->Name);
doc->OpenPrev = doc->Open;
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
@ -8057,23 +8054,19 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::BeginMenu("File"))
{
int open_count = 0;
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
open_count += app.Documents[doc_n].Open ? 1 : 0;
for (MyDocument& doc : app.Documents)
open_count += doc.Open ? 1 : 0;
if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
{
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
if (ImGui::MenuItem(doc->Name))
doc->DoOpen();
}
for (MyDocument& doc : app.Documents)
if (!doc.Open && ImGui::MenuItem(doc.Name))
doc.DoOpen();
ImGui::EndMenu();
}
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
app.Documents[doc_n].DoQueueClose();
for (MyDocument& doc : app.Documents)
doc.DoQueueClose();
if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
*p_open = false;
ImGui::EndMenu();
@ -8084,13 +8077,13 @@ void ShowExampleAppDocuments(bool* p_open)
// [Debug] List documents with one checkbox for each
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
MyDocument& doc = app.Documents[doc_n];
if (doc_n > 0)
ImGui::SameLine();
ImGui::PushID(doc);
if (ImGui::Checkbox(doc->Name, &doc->Open))
if (!doc->Open)
doc->DoForceClose();
ImGui::PushID(&doc);
if (ImGui::Checkbox(doc.Name, &doc.Open))
if (!doc.Open)
doc.DoForceClose();
ImGui::PopID();
}
@ -8119,26 +8112,25 @@ void ShowExampleAppDocuments(bool* p_open)
//if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
// Submit Tabs
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
for (MyDocument& doc : app.Documents)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
if (!doc.Open)
continue;
ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);
ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc->Open && doc->Dirty)
if (!doc.Open && doc.Dirty)
{
doc->Open = true;
doc->DoQueueClose();
doc.Open = true;
doc.DoQueueClose();
}
MyDocument::DisplayContextMenu(doc);
MyDocument::DisplayContextMenu(&doc);
if (visible)
{
MyDocument::DisplayContents(doc);
MyDocument::DisplayContents(&doc);
ImGui::EndTabItem();
}
}
@ -8152,15 +8144,12 @@ void ShowExampleAppDocuments(bool* p_open)
if (close_queue.empty())
{
// Close queue is locked once we started a popup
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (doc->WantClose)
for (MyDocument& doc : app.Documents)
if (doc.WantClose)
{
doc->WantClose = false;
close_queue.push_back(doc);
doc.WantClose = false;
close_queue.push_back(&doc);
}
}
}
// Display closing confirmation UI

View File

@ -1890,15 +1890,9 @@ void ImDrawData::DeIndexAllBuffers()
// or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
}
}
for (ImDrawList* draw_list : CmdLists)
for (ImDrawCmd& cmd : draw_list->CmdBuffer)
cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
}
//-----------------------------------------------------------------------------
@ -2039,19 +2033,19 @@ ImFontAtlas::~ImFontAtlas()
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (int i = 0; i < ConfigData.Size; i++)
if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
for (ImFontConfig& font_cfg : ConfigData)
if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
{
IM_FREE(ConfigData[i].FontData);
ConfigData[i].FontData = NULL;
IM_FREE(font_cfg.FontData);
font_cfg.FontData = NULL;
}
// When clearing this we lose access to the font name and other information used to build the font.
for (int i = 0; i < Fonts.Size; i++)
if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
for (ImFont* font : Fonts)
if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
{
Fonts[i]->ConfigData = NULL;
Fonts[i]->ConfigDataCount = 0;
font->ConfigData = NULL;
font->ConfigDataCount = 0;
}
ConfigData.clear();
CustomRects.clear();
@ -2856,9 +2850,9 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
}
// Build all fonts lookup tables
for (int i = 0; i < atlas->Fonts.Size; i++)
if (atlas->Fonts[i]->DirtyLookupTables)
atlas->Fonts[i]->BuildLookupTable();
for (ImFont* font : atlas->Fonts)
if (font->DirtyLookupTables)
font->BuildLookupTable();
atlas->TexReady = true;
}