Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra comments.

Moved from compile-time to runtime flag. Applied docking specific change to this cherry-picked commit.

# Conflicts:
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut 2023-06-13 11:47:22 +02:00
parent fa5d2656b0
commit ef07ddf087
4 changed files with 33 additions and 26 deletions

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@ -105,6 +105,8 @@ Other changes:
- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either
ScrollX or ScrollY flags from being impossible to resize. (#6503)
- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
comments. Currently mainly for inspecting Docking .ini data, but makes saving slower.
Docking+Viewports Branch:

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@ -991,7 +991,6 @@ CODE
// Debug options
#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
@ -13623,12 +13622,13 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
{
ImGuiContext& g = *GImGui;
#if !IMGUI_DEBUG_INI_SETTINGS
// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
// Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
if (const char* p = strstr(name, "###"))
name = p;
#endif
if (g.IO.ConfigDebugIniSettings == false)
{
// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
// Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
if (const char* p = strstr(name, "###"))
name = p;
}
const size_t name_len = strlen(name);
// Allocate chunk
@ -18673,24 +18673,24 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings
if (node_settings->SelectedTabId)
buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
#if IMGUI_DEBUG_INI_SETTINGS
// [DEBUG] Include comments in the .ini file to ease debugging
if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
{
buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
// Iterate settings so we can give info about windows that didn't exist during the session.
int contains_window = 0;
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->DockId == node_settings->ID)
{
if (contains_window++ == 0)
buf->appendf(" ; contains ");
buf->appendf("'%s' ", settings->GetName());
}
}
#endif
// [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
if (g.IO.ConfigDebugIniSettings)
if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
{
buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
// Iterate settings so we can give info about windows that didn't exist during the session.
int contains_window = 0;
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->DockId == node_settings->ID)
{
if (contains_window++ == 0)
buf->appendf(" ; contains ");
buf->appendf("'%s' ", settings->GetName());
}
}
buf->appendf("\n");
}
buf->appendf("\n");
@ -19421,11 +19421,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("\"%s\"", g.IO.IniFilename);
else
TextUnformatted("<NULL>");
Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
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);
BulletText("\"%s\"", g.SettingsHandlers[n].TypeName);
TreePop();
}
if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))

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@ -2048,6 +2048,8 @@ struct ImGuiIO
// - backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
// - consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
// - tools to audit ini data
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
//------------------------------------------------------------------
// Platform Functions

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@ -525,6 +525,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss);
ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.");
ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).");
ImGui::TreePop();
ImGui::Spacing();