Add ImGuiStorage
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@@ -12,8 +12,6 @@ package imgui;
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* Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
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*/
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public final class ImDrawList {
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// BINDING NOTICE:
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// For proper usage in getWindowDrawList(), getBackgroundDrawList(), getForegroundDrawList() we should be able to change object pointer.
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long ptr;
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ImDrawList(final long ptr) {
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@@ -27,6 +27,7 @@ public final class ImGui {
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private static final ImDrawList WINDOW_DRAW_LIST;
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private static final ImDrawList BACKGROUND_DRAW_LIST;
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private static final ImDrawList FOREGROUND_DRAW_LIST;
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private static final ImGuiStorage IMGUI_STORAGE;
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private static ImDrawData drawData;
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private static ImFont font;
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@@ -51,6 +52,7 @@ public final class ImGui {
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WINDOW_DRAW_LIST = new ImDrawList(0);
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BACKGROUND_DRAW_LIST = new ImDrawList(0);
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FOREGROUND_DRAW_LIST = new ImDrawList(0);
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IMGUI_STORAGE = new ImGuiStorage(0);
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nInitJni();
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ImDrawList.nInit();
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@@ -61,6 +63,7 @@ public final class ImGui {
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ImFont.nInit();
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ImGuiStyle.nInit();
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ImGuiWindowClass.nInit();
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ImGuiStorage.nInit();
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nInitInputTextData();
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}
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@@ -4616,7 +4619,36 @@ public final class ImGui {
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return env->NewStringUTF(ImGui::GetStyleColorName(imGuiCol));
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*/
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// TODO SetStateStorage, GetStateStorage
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/**
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* Replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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*/
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public static void setStateStorage(final ImGuiStorage storage) {
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nSetStateStorage(storage.ptr);
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}
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private static native void nSetStateStorage(long imGuiStoragePtr); /*
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ImGui::SetStateStorage((ImGuiStorage*)imGuiStoragePtr);
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*/
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/**
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* BINDING NOTICE: to minimize overhead, method ALWAYS returns the same object, but changes its underlying pointer.
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* If you need to get an object with constant pointer (which will point to the same window all the time) use {@link #getStateStorageNew()}.
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*/
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public static ImGuiStorage getStateStorage() {
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IMGUI_STORAGE.ptr = nGetStateStorage();
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return IMGUI_STORAGE;
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}
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/**
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* BINDING NOTICE: returns {@link ImGuiStorage} for current window with constant pointer to it. Prefer to use {@link #getStateStorage()}.
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*/
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public static ImGuiStorage getStateStorageNew() {
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return new ImGuiStorage(nGetStateStorage());
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}
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private static native long nGetStateStorage(); /*
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return (intptr_t)ImGui::GetStateStorage();
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*/
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/**
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* Calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
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@@ -0,0 +1,114 @@
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package imgui;
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/**
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* Helper: Key-Value storage
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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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* We use it to e.g. store collapse state for a tree (Int 0/1)
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* This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
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* You can use it as custom user storage for temporary values. Declare your own storage if, for example:
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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 (probably not efficient, but convenient)
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* Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
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*/
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public final class ImGuiStorage implements ImGuiDestroyableStruct {
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long ptr;
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/**
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* This class will create a native structure.
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* Call {@link #destroy()} method to manually free used memory.
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*/
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public ImGuiStorage() {
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ImGui.touch();
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ptr = nCreate();
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}
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ImGuiStorage(final long ptr) {
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this.ptr = ptr;
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}
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@Override
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public void destroy() {
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nDestroy(ptr);
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}
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/*JNI
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#include <stdint.h>
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#include <imgui.h>
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jfieldID imGuiStoragePtrID;
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#define IMGUI_STORAGE ((ImGuiStorage*)env->GetLongField(object, imGuiStoragePtrID))
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*/
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static native void nInit(); /*
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jclass jImGuiStorageClass = env->FindClass("imgui/ImGuiStorage");
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imGuiStoragePtrID = env->GetFieldID(jImGuiStorageClass, "ptr", "J");
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*/
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private native long nCreate(); /*
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ImGuiStorage* imGuiStorage = new ImGuiStorage();
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return (intptr_t)imGuiStorage;
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*/
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private native void nDestroy(long ptr); /*
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delete (ImGuiStorage*)ptr;
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*/
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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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// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
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public native void clear(); /*
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IMGUI_STORAGE->Clear();
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*/
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public native int getInt(int imGuiID); /*
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return IMGUI_STORAGE->GetInt(imGuiID);
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*/
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public native int getInt(int imGuiID, int defaultVal); /*
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return IMGUI_STORAGE->GetInt(imGuiID, defaultVal);
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*/
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public native void setInt(int imGuiID, int val); /*
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IMGUI_STORAGE->SetInt(imGuiID, val);
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*/
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public native boolean getBool(int imGuiID); /*
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return IMGUI_STORAGE->GetBool(imGuiID);
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*/
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public native boolean getBool(int imGuiID, boolean defaultVal); /*
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return IMGUI_STORAGE->GetBool(imGuiID, defaultVal);
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*/
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public native void setBool(int imGuiID, boolean val); /*
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IMGUI_STORAGE->SetBool(imGuiID, val);
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*/
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public native float getFloat(int imGuiID); /*
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return IMGUI_STORAGE->GetFloat(imGuiID);
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*/
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public native float getFloat(int imGuiID, float defaultVal); /*
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return IMGUI_STORAGE->GetFloat(imGuiID, defaultVal);
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*/
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public native void setFloat(int imGuiID, float val); /*
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IMGUI_STORAGE->SetFloat(imGuiID, val);
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*/
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/**
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* Use on your own storage if you know only integer are being stored (open/close all tree nodes)
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*/
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public native void setAllInt(int val); /*
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IMGUI_STORAGE->SetAllInt(val);
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*/
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/**
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* For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
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*/
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public native void buildSortByKey(); /*
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IMGUI_STORAGE->BuildSortByKey();
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*/
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}
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