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[glass] Fix FMS game data display and editing (#6381)
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Also don't require Enter for editing game data or match time.
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PeterJohnson authored Feb 19, 2024
1 parent 63d9e94 commit 4b94a64
Showing 1 changed file with 11 additions and 14 deletions.
25 changes: 11 additions & 14 deletions glass/src/lib/native/cpp/other/FMS.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#include "glass/other/FMS.h"

#include <imgui.h>
#include <imgui_stdlib.h>
#include <wpi/SmallString.h>

#include "glass/DataSource.h"
Expand Down Expand Up @@ -58,8 +59,7 @@ void glass::DisplayFMS(FMSModel* model, bool editableDsAttached) {
if (auto data = model->GetMatchTimeData()) {
double val = data->GetValue();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
if (ImGui::InputDouble("Match Time", &val, 0, 0, "%.1f",
ImGuiInputTextFlags_EnterReturnsTrue)) {
if (ImGui::InputDouble("Match Time", &val, 0, 0, "%.1f")) {
model->SetMatchTime(val);
}
data->EmitDrag();
Expand All @@ -78,16 +78,12 @@ void glass::DisplayFMS(FMSModel* model, bool editableDsAttached) {
}

// Game Specific Message
// make buffer full 64 width, null terminated, for editability
wpi::SmallString<64> gameSpecificMessage;
model->GetGameSpecificMessage(gameSpecificMessage);
gameSpecificMessage.resize(63);
gameSpecificMessage.push_back('\0');
wpi::SmallString<64> gameSpecificMessageBuf;
std::string gameSpecificMessage{
model->GetGameSpecificMessage(gameSpecificMessageBuf)};
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
if (ImGui::InputText("Game Specific", gameSpecificMessage.data(),
gameSpecificMessage.size(),
ImGuiInputTextFlags_EnterReturnsTrue)) {
model->SetGameSpecificMessage(gameSpecificMessage.data());
if (ImGui::InputText("Game Specific", &gameSpecificMessage)) {
model->SetGameSpecificMessage(gameSpecificMessage);
}
}

Expand Down Expand Up @@ -151,9 +147,10 @@ void glass::DisplayFMSReadOnly(FMSModel* model) {
}
}

wpi::SmallString<64> gameSpecificMessage;
model->GetGameSpecificMessage(gameSpecificMessage);
ImGui::Text("Game Specific: %s", exists ? gameSpecificMessage.c_str() : "?");
wpi::SmallString<64> gameSpecificMessageBuf;
std::string_view gameSpecificMessage =
model->GetGameSpecificMessage(gameSpecificMessageBuf);
ImGui::Text("Game Specific: %s", exists ? gameSpecificMessage.data() : "?");

if (!exists) {
ImGui::PopStyleColor();
Expand Down

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