ImGuiStorage helper can store float + added functions to get pointer to data. Exposed ImGui::GetId() - may be misleading?
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0a0769227d
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72
imgui.cpp
72
imgui.cpp
@ -924,46 +924,66 @@ static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::
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return first;
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}
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int* ImGuiStorage::Find(ImU32 key)
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int ImGuiStorage::GetInt(ImU32 key, int default_val) const
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{
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ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
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if (it == Data.end() || it->key != key)
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return default_val;
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return it->val_i;
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}
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float ImGuiStorage::GetFloat(ImU32 key, float default_val) const
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{
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ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
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if (it == Data.end() || it->key != key)
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return default_val;
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return it->val_f;
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}
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int* ImGuiStorage::GetIntPtr(ImGuiID key, int 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())
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return NULL;
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if (it->key != key)
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return NULL;
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return &it->val;
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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_i;
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}
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int ImGuiStorage::GetInt(ImU32 key, int default_val)
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float* ImGuiStorage::GetFloatPtr(ImGuiID key, float default_val)
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{
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int* pval = Find(key);
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if (!pval)
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return default_val;
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return *pval;
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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_f;
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}
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// FIXME-OPT: We are wasting time because all SetInt() are preceeded by GetInt() calls so we should have the result from lower_bound already in place.
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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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{
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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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if (it == Data.end() || it->key != key)
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{
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it->val = val;
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Data.insert(it, Pair(key, val));
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return;
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}
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else
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it->val_i = val;
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}
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void ImGuiStorage::SetFloat(ImU32 key, float 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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{
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Pair pair_key;
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pair_key.key = key;
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pair_key.val = val;
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Data.insert(it, pair_key);
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Data.insert(it, Pair(key, val));
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return;
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}
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it->val_f = val;
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}
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void ImGuiStorage::SetAllInt(int v)
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{
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for (size_t i = 0; i < Data.size(); i++)
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Data[i].val = v;
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Data[i].val_i = v;
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}
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//-----------------------------------------------------------------------------
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@ -3550,6 +3570,18 @@ void ImGui::PopID()
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window->IDStack.pop_back();
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}
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ImGuiID ImGui::GetID(const char* str_id)
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{
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ImGuiWindow* window = GetCurrentWindow();
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return window->GetID(str_id);
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}
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ImGuiID ImGui::GetID(const void* ptr_id)
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{
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ImGuiWindow* window = GetCurrentWindow();
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return window->GetID(ptr_id);
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}
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// User can input math operators (e.g. +100) to edit a numerical values.
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// NB: only call right after InputText because we are using its InitialValue storage
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static void ApplyNumericalTextInput(const char* buf, float *v)
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43
imgui.h
43
imgui.h
@ -117,7 +117,7 @@ public:
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inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
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inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
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inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; }
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inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
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};
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#endif // #ifndef ImVector
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@ -204,10 +204,13 @@ namespace ImGui
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IMGUI_API float GetTextLineHeight();
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// ID scopes
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IMGUI_API void PushID(const char* str_id);
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// If you are creating repeated widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
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IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
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IMGUI_API void PushID(const void* ptr_id);
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IMGUI_API void PushID(const int int_id);
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IMGUI_API void PopID();
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IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
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IMGUI_API ImGuiID GetID(const void* ptr_id);
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// Widgets
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IMGUI_API void Text(const char* fmt, ...);
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@ -587,22 +590,38 @@ struct ImGuiTextBuffer
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};
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// Helper: Key->value storage
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// - Store collapse state for a tree
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// - Store color edit options, etc.
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// - Store collapse state for a tree (Int 0/1)
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// - Store color edit options (Int using values in ImGuiColorEditMode enum).
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// - Custom user storage for temporary values.
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// Typically you don't have to worry about this since a storage is held within each Window.
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// Declare your own storage if you want to manipulate the open/close state of a particular sub-tree in your interface.
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// Declare your own storage if:
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// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
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// - You want to store custom debug data easily without adding or editing structures in your code.
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struct ImGuiStorage
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{
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struct Pair { ImU32 key; int val; };
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struct Pair
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{
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ImGuiID key;
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union { int val_i; float val_f; };
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
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};
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ImVector<Pair> Data;
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Set***() functions find pair, insertion on demand if missing.
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// - Get***Ptr() functions find pair, insertion on demand if missing, return pointer. Useful if you intend to do Get+Set.
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// A typical use case where this is very convenient:
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// ImGui::SliderInt("tmp adjustment", GetIntPtr(key), 0, 100); some_var += *GetIntPtr(key);
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// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
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IMGUI_API void Clear();
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IMGUI_API int GetInt(ImU32 key, int default_val = 0);
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IMGUI_API void SetInt(ImU32 key, int val);
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IMGUI_API void SetAllInt(int val);
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IMGUI_API int* Find(ImU32 key);
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IMGUI_API void Insert(ImU32 key, int val);
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API int* GetIntPtr(ImGuiID key, int default_val = 0);
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IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
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IMGUI_API void SetFloat(ImGuiID key, float val);
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IMGUI_API float* GetFloatPtr(ImGuiID key, float default_val = 0);
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IMGUI_API void SetAllInt(int val); // Use on your own storage if you know only integer are being stored.
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};
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// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
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