kanzi运行时节点状态展示

2024-04-03 12:28

本文主要是介绍kanzi运行时节点状态展示,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

背景:有时候kanzi运行后节点不显示,可能是visible/opacity等属性设置不正确,排查困难。做一个实时节点树,方便查看节点信息。

1. 引入imgui

在vs工程里导入glad,glfw,imgui代码
vs属性-链接库,增加glfw3.lib
在这里插入图片描述

在这里插入图片描述

2. 实现框架

onProjectLoaded里创建子线程

CreateThread(NULL, 0, multiTask, 0, 0, NULL);

子线程负责创建glfw窗口,刷新,销毁窗口

DWORD WINAPI multiTask(LPVOID p) {FCreateWindow();while (!glfwWindowShouldClose(m_Window)) {Update();}Destory();return 0;
};

2.1 创建窗口

void FCreateWindow() {glfwInit();const char* glsl_version = "#version 130";glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);m_Window = glfwCreateWindow(m_WindowWidth, m_WindowHeight, "Xml", nullptr, nullptr);glfwMakeContextCurrent(m_Window);glfwSwapInterval(1); // Enable vsyncint status = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);printf("status-%d\n", status);printf("Vendor-%s\n", glGetString(GL_VENDOR));printf("Renderer-%s\n", glGetString(GL_RENDERER));printf("Version-%s\n", glGetString(GL_VERSION));IMGUI_CHECKVERSION();ImGui::CreateContext();ImGuiIO &io = ImGui::GetIO();(void)io;io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controlsio.ConfigFlags |= ImGuiConfigFlags_DockingEnable;	// Enable Dockingio.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows// io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;// io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;float fontSize = 18.0f; // *2.0f;io.Fonts->AddFontFromFileTTF(("./font/Alimama_DongFangDaKai_Regular.ttf"), fontSize, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());io.FontDefault = io.Fonts->AddFontFromFileTTF(("./font/Alimama_DongFangDaKai_Regular.ttf"), fontSize, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());// Setup Dear ImGui styleImGui::StyleColorsDark();//ImGui::StyleColorsClassic();// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.ImGuiStyle &style = ImGui::GetStyle();if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable){style.WindowRounding = 0.0f;style.Colors[ImGuiCol_WindowBg].w = 1.0f;}// Setup Platform/Renderer bindingsImGui_ImplGlfw_InitForOpenGL(m_Window, true);ImGui_ImplOpenGL3_Init(glsl_version);
};

2.2 刷新

void Update() {glfwPollEvents();//startImGui_ImplOpenGL3_NewFrame();ImGui_ImplGlfw_NewFrame();ImGui::NewFrame();{//  bool show_demo_window = true;// ImGui::ShowDemoWindow(&show_demo_window);ImGui::Begin("Project");if (g_pApplication) {ShowProjectTreeTop();}ImGui::End();bool show_demo_window = true;ImGui::ShowDemoWindow(&show_demo_window);}//endImGuiIO &io = ImGui::GetIO();ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);// RenderingImGui::Render();int display_w, display_h;glfwGetFramebufferSize(m_Window, &display_w, &display_h);glViewport(0, 0, display_w, display_h);glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);glClear(GL_COLOR_BUFFER_BIT);ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());io.DisplaySize = ImVec2(display_w, display_h);if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable){GLFWwindow *backup_current_context = glfwGetCurrentContext();ImGui::UpdatePlatformWindows();ImGui::RenderPlatformWindowsDefault();glfwMakeContextCurrent(backup_current_context);}glfwSwapBuffers(m_Window);};

2.3 销毁窗口

void Destory() {ImGui_ImplOpenGL3_Shutdown();ImGui_ImplGlfw_Shutdown();ImGui::DestroyContext();glfwDestroyWindow(m_Window);glfwTerminate();
};

3. 实现功能逻辑

遍历kanzi运行时节点,用tree展示

void ShowProjectTreeTop()
{static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_DefaultOpen;static bool align_label_with_current_x_position = false;static bool test_drag_and_drop = true;if (align_label_with_current_x_position)ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());static int selection_mask = 0;int node_clicked = -1;ImGuiTreeNodeFlags node_flags = base_flags;const bool is_selected = (selection_mask & (1 << 0)) != 0;shared_ptr<Node> node = dynamic_pointer_cast<Node>(g_pApplication->getRoot());if (is_selected && node.get() == g_CurrentNode)node_flags |= ImGuiTreeNodeFlags_Selected;bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)0, node_flags, node->getName().c_str(), 0);if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) {node_clicked = 0;g_CurrentNode = node.get();}if (node_open){ShowProjectTree(node);ImGui::TreePop();}if (node_clicked != -1){// Update selection state// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)if (ImGui::GetIO().KeyCtrl)selection_mask ^= (1 << node_clicked);          // CTRL+click to toggleelse //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selectionselection_mask = (1 << node_clicked);           // Click to single-select}if (align_label_with_current_x_position)ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());}void ShowProjectTree(shared_ptr<Node>& node)
{static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_DefaultOpen;static bool align_label_with_current_x_position = false;static bool test_drag_and_drop = false;if (align_label_with_current_x_position)ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());static int selection_mask = 0;int node_clicked = -1;size_t size = node->getAbstractChildCountOverride();for (unsigned int i = 0; i < size; ++i){shared_ptr<Node> object = dynamic_pointer_cast<Node>(node->getAbstractChildOverride(i));// Disable the default "open on single-click behavior" + set Selected flag according to our selection.// To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.ImGuiTreeNodeFlags node_flags = base_flags;const bool is_selected = (selection_mask & (1 << i)) != 0;if (is_selected && object.get() == g_CurrentNode)node_flags |= ImGuiTreeNodeFlags_Selected;std::string name = object->getName();if (object->getProperty(Node::VisibleProperty)) {}else {name += " NoVisible";node_flags |= ImGuiTreeNodeFlags_TextDisabled;}if (object->getProperty(Node::OpacityProperty)) {}else {//ImGui::TextDisabled("NoVisible");name += " NoOpacity";node_flags |= ImGuiTreeNodeFlags_TextDisabled;}bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, (char *)name.c_str(), i);if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) {node_clicked = i;g_CurrentNode = object.get();}if (node_open){if (object->getAbstractChildCountOverride() > 0){ShowProjectTree(object);}else {Viewport2DSharedPtr v2d = dynamic_pointer_cast<Viewport2D>(object);if (v2d) {//Viewport2D                SceneSharedPtr sc = v2d->getScene();if (sc->getChildCount() > 0){shared_ptr<Node3D> node = dynamic_pointer_cast<Node3D>(sc);ShowProjectTree3D(node);}}}ImGui::TreePop();}}if (node_clicked != -1){// Update selection state// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)if (ImGui::GetIO().KeyCtrl)selection_mask ^= (1 << node_clicked);          // CTRL+click to toggleelse //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selectionselection_mask = (1 << node_clicked);           // Click to single-select}if (align_label_with_current_x_position)ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
}void ShowProjectTree3D(shared_ptr<Node3D>& node)
{static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_DefaultOpen;static bool align_label_with_current_x_position = false;static bool test_drag_and_drop = false;if (align_label_with_current_x_position)ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());static int selection_mask = 0;int node_clicked = -1;size_t size = node->getChildCount();for (unsigned int i = 0; i < size; ++i){Node3DSharedPtr object = node->getChild(i);// Disable the default "open on single-click behavior" + set Selected flag according to our selection.// To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.ImGuiTreeNodeFlags node_flags = base_flags;const bool is_selected = (selection_mask & (1 << i)) != 0;if (is_selected && object.get() == g_CurrentNode)node_flags |= ImGuiTreeNodeFlags_Selected;std::string name = object->getName();if (object->getProperty(Node::VisibleProperty)) {}else {name += " NoVisible";node_flags |= ImGuiTreeNodeFlags_TextDisabled;}if (object->getProperty(Node::OpacityProperty)) {}else {//ImGui::TextDisabled("NoVisible");name += " NoOpacity";node_flags |= ImGuiTreeNodeFlags_TextDisabled;}bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, (char *)name.c_str(), i);if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) {node_clicked = i;g_CurrentNode = object.get();}if (node_open){if (object->getChildCount() > 0){ShowProjectTree3D(object);}ImGui::TreePop();}}if (node_clicked != -1){// Update selection state// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)if (ImGui::GetIO().KeyCtrl)selection_mask ^= (1 << node_clicked);          // CTRL+click to toggleelse //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selectionselection_mask = (1 << node_clicked);           // Click to single-select}if (align_label_with_current_x_position)ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
}

4. 效果

运行kanzi程序后,会额外出来一个窗口,实时显示所有节点信息

在这里插入图片描述
节点无效置灰请参考 imgui tree节点无效置灰实现方案

5. 拓展

将来可以根据点击某一个节点,展示属性窗口。

这篇关于kanzi运行时节点状态展示的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/872916

相关文章

Java NoClassDefFoundError运行时错误分析解决

《JavaNoClassDefFoundError运行时错误分析解决》在Java开发中,NoClassDefFoundError是一种常见的运行时错误,它通常表明Java虚拟机在尝试加载一个类时未能... 目录前言一、问题分析二、报错原因三、解决思路检查类路径配置检查依赖库检查类文件调试类加载器问题四、常见

使用Python实现IP地址和端口状态检测与监控

《使用Python实现IP地址和端口状态检测与监控》在网络运维和服务器管理中,IP地址和端口的可用性监控是保障业务连续性的基础需求,本文将带你用Python从零打造一个高可用IP监控系统,感兴趣的小伙... 目录概述:为什么需要IP监控系统使用步骤说明1. 环境准备2. 系统部署3. 核心功能配置系统效果展

Python如何精准判断某个进程是否在运行

《Python如何精准判断某个进程是否在运行》这篇文章主要为大家详细介绍了Python如何精准判断某个进程是否在运行,本文为大家整理了3种方法并进行了对比,有需要的小伙伴可以跟随小编一起学习一下... 目录一、为什么需要判断进程是否存在二、方法1:用psutil库(推荐)三、方法2:用os.system调用

Python运行中频繁出现Restart提示的解决办法

《Python运行中频繁出现Restart提示的解决办法》在编程的世界里,遇到各种奇怪的问题是家常便饭,但是,当你的Python程序在运行过程中频繁出现“Restart”提示时,这可能不仅仅是令人头疼... 目录问题描述代码示例无限循环递归调用内存泄漏解决方案1. 检查代码逻辑无限循环递归调用内存泄漏2.

SpringSecurity JWT基于令牌的无状态认证实现

《SpringSecurityJWT基于令牌的无状态认证实现》SpringSecurity中实现基于JWT的无状态认证是一种常见的做法,本文就来介绍一下SpringSecurityJWT基于令牌的无... 目录引言一、JWT基本原理与结构二、Spring Security JWT依赖配置三、JWT令牌生成与

关于WebSocket协议状态码解析

《关于WebSocket协议状态码解析》:本文主要介绍关于WebSocket协议状态码的使用方式,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地方,望不吝赐教... 目录WebSocket协议状态码解析1. 引言2. WebSocket协议状态码概述3. WebSocket协议状态码详解3

Java终止正在运行的线程的三种方法

《Java终止正在运行的线程的三种方法》停止一个线程意味着在任务处理完任务之前停掉正在做的操作,也就是放弃当前的操作,停止一个线程可以用Thread.stop()方法,但最好不要用它,本文给大家介绍了... 目录前言1. 停止不了的线程2. 判断线程是否停止状态3. 能停止的线程–异常法4. 在沉睡中停止5

在VSCode中本地运行DeepSeek的流程步骤

《在VSCode中本地运行DeepSeek的流程步骤》本文详细介绍了如何在本地VSCode中安装和配置Ollama和CodeGPT,以使用DeepSeek进行AI编码辅助,无需依赖云服务,需要的朋友可... 目录步骤 1:在 VSCode 中安装 Ollama 和 CodeGPT安装Ollama下载Olla

Flutter监听当前页面可见与隐藏状态的代码详解

《Flutter监听当前页面可见与隐藏状态的代码详解》文章介绍了如何在Flutter中使用路由观察者来监听应用进入前台或后台状态以及页面的显示和隐藏,并通过代码示例讲解的非常详细,需要的朋友可以参考下... flutter 可以监听 app 进入前台还是后台状态,也可以监听当http://www.cppcn

解读docker运行时-itd参数是什么意思

《解读docker运行时-itd参数是什么意思》在Docker中,-itd参数组合用于在后台运行一个交互式容器,同时保持标准输入和分配伪终端,这种方式适合需要在后台运行容器并保持交互能力的场景... 目录docker运行时-itd参数是什么意思1. -i(或 --interactive)2. -t(或 --