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Internals: Settings: moved Windows setting to their sub-section.
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0b865136e3
commit
b2ebd03b16
91
imgui.cpp
91
imgui.cpp
@ -12452,15 +12452,16 @@ void ImGui::LogButtons()
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//-----------------------------------------------------------------------------
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// - UpdateSettings() [Internal]
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// - MarkIniSettingsDirty() [Internal]
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// - CreateNewWindowSettings() [Internal]
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// - FindWindowSettingsByName() [Internal]
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// - FindWindowSettingsByWindow() [Internal]
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// - FindSettingsHandler() [Internal]
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// - ClearIniSettings() [Internal]
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// - LoadIniSettingsFromDisk()
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// - LoadIniSettingsFromMemory()
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// - SaveIniSettingsToDisk()
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// - SaveIniSettingsToMemory()
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//-----------------------------------------------------------------------------
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// - CreateNewWindowSettings() [Internal]
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// - FindWindowSettingsByName() [Internal]
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// - FindWindowSettingsByWindow() [Internal]
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// - WindowSettingsHandler_***() [Internal]
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//-----------------------------------------------------------------------------
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@ -12507,48 +12508,6 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
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g.SettingsDirtyTimer = g.IO.IniSavingRate;
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}
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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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#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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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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// This is called once per window .ini entry + once per newly instanciated window.
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ImGuiWindowSettings* ImGui::FindWindowSettingsByName(const char* name)
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{
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ImGuiContext& g = *GImGui;
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ImGuiID id = ImHashStr(name);
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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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// This is faster if you are holding on a Window already as we don't need to perform a search.
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ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (window->SettingsOffset != -1)
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return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
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return FindWindowSettingsByName(window->Name); // Actual search executed once, so at this point we don't mind the redundant hashing.
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}
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void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
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{
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ImGuiContext& g = *GImGui;
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@ -12698,6 +12657,48 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
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return g.SettingsIniData.c_str();
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}
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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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#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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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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// This is called once per window .ini entry + once per newly instantiated window.
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ImGuiWindowSettings* ImGui::FindWindowSettingsByName(const char* name)
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{
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ImGuiContext& g = *GImGui;
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ImGuiID id = ImHashStr(name);
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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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// This is faster if you are holding on a Window already as we don't need to perform a search.
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ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (window->SettingsOffset != -1)
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return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
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return FindWindowSettingsByName(window->Name); // Actual search executed once, so at this point we don't mind the redundant hashing.
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}
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static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
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{
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ImGuiContext& g = *ctx;
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@ -2763,13 +2763,15 @@ namespace ImGui
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IMGUI_API void MarkIniSettingsDirty();
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IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
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IMGUI_API void ClearIniSettings();
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IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
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IMGUI_API ImGuiWindowSettings* FindWindowSettingsByName(const char* name);
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IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);
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IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
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IMGUI_API void RemoveSettingsHandler(const char* type_name);
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IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
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// Settings - Windows
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IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
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IMGUI_API ImGuiWindowSettings* FindWindowSettingsByName(const char* name);
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IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);
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// Localization
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IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);
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inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }
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