Files
imgui-java/imgui-binding/src/generated/java/imgui/ImGuiStorage.java
T
SpaiR 47d97102f7 feat(api): Dear ImGui v1.87 + ImPlot v0.13 (#252)
* build(deps): bump Dear ImGui from 1.86 to 1.87

* build(deps): bump implot from 0.12 to 0.13

* feat(api,binding): adapt API to Dear ImGui v1.87

* feat(api,binding): adapt API to implot v0.13

* build: generate API for latest changes

* chore(binding): add missing super call for ImGuiStructDestroyable constructor

* chore: minor code style

* feat: adapt ImGuiImplGlfw to 1.87

* feat: adapt ImGuiImplGl3 to 1.87

* feat: adapt imgui-app module to 1.87

* fix: javadoc for updated imgui-binding

* fix: loosing data when setting struct field of char* type

Since we manually release chars, to store them in field we need to do a local copy.

* fix: invalid methods to check program linking in OpenGL

* chore: remove dedicated method to check GLFW version

* fix: add missing include
2024-08-16 15:35:42 +03:00

148 lines
4.0 KiB
Java

package imgui;
import imgui.binding.ImGuiStructDestroyable;
/**
* Helper: Key-Value storage
* Typically you don't have to worry about this since a storage is held within each Window.
* We use it to e.g. store collapse state for a tree (Int 0/1)
* This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
* You can use it as custom user storage for temporary values. Declare your own storage if, for example:
* - 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).
* - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
* Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
*/
public final class ImGuiStorage extends ImGuiStructDestroyable {
public ImGuiStorage() {
super();
}
public ImGuiStorage(final long ptr) {
super(ptr);
}
@Override
protected long create() {
return nCreate();
}
/*JNI
#include "_common.h"
#define THIS ((ImGuiStorage*)STRUCT_PTR)
*/
private native long nCreate(); /*
return (intptr_t)(new ImGuiStorage());
*/
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
public void clear() {
nClear();
}
private native void nClear(); /*
THIS->Clear();
*/
public int getInt(final int key) {
return nGetInt(key);
}
public int getInt(final int key, final int defaultVal) {
return nGetInt(key, defaultVal);
}
private native int nGetInt(int key); /*
return THIS->GetInt(key);
*/
private native int nGetInt(int key, int defaultVal); /*
return THIS->GetInt(key, defaultVal);
*/
public void setInt(final int key, final int val) {
nSetInt(key, val);
}
private native void nSetInt(int key, int val); /*
THIS->SetInt(key, val);
*/
public boolean getBool(final int key) {
return nGetBool(key);
}
public boolean getBool(final int key, final boolean defaultVal) {
return nGetBool(key, defaultVal);
}
private native boolean nGetBool(int key); /*
return THIS->GetBool(key);
*/
private native boolean nGetBool(int key, boolean defaultVal); /*
return THIS->GetBool(key, defaultVal);
*/
public void setBool(final int key, final boolean val) {
nSetBool(key, val);
}
private native void nSetBool(int key, boolean val); /*
THIS->SetBool(key, val);
*/
public float getFloat(final int key) {
return nGetFloat(key);
}
public float getFloat(final int key, final float defaultVal) {
return nGetFloat(key, defaultVal);
}
private native float nGetFloat(int key); /*
return THIS->GetFloat(key);
*/
private native float nGetFloat(int key, float defaultVal); /*
return THIS->GetFloat(key, defaultVal);
*/
public void setFloat(final int key, final float val) {
nSetFloat(key, val);
}
private native void nSetFloat(int key, float val); /*
THIS->SetFloat(key, val);
*/
/**
* Use on your own storage if you know only integer are being stored (open/close all tree nodes)
*/
public void setAllInt(final int val) {
nSetAllInt(val);
}
private native void nSetAllInt(int val); /*
THIS->SetAllInt(val);
*/
/**
* For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
*/
public void buildSortByKey() {
nBuildSortByKey();
}
private native void nBuildSortByKey(); /*
THIS->BuildSortByKey();
*/
/*JNI
#undef THIS
*/
}