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impr: Refactoring of floating point tool to decrease code complexity. (#1275)
I noticed the bad score on code factor so I reorganized it to make it more readable and maintainable. In order to break down the big function into it much smaller parts I encapsulated all the variables that the functions need to access in two classes, one for the imgui related statics and the other for non-static variables. When writing the smaller functions I was noticed that there was room to simplify the existing algorithms by writing functions that could be called by parts that previously shared no code. I tested the changes the same way I tested the original and it seems to work the same way but maybe a bit faster. Although it may be possible to further optimize the present code code factor no longer flags the function at all.
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@@ -64,7 +64,7 @@ namespace hex::dp {
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return *reinterpret_cast<i128 *>(outputData.data());
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}
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const long double& Node::getFloatOnInput(u32 index) {
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const double& Node::getFloatOnInput(u32 index) {
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auto attribute = this->getConnectedInputAttribute(index);
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auto &outputData = [&] -> std::vector<u8>& {
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@@ -84,10 +84,10 @@ namespace hex::dp {
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if (outputData.empty())
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throwNodeError("No data available at connected attribute");
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if (outputData.size() < sizeof(long double))
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if (outputData.size() < sizeof(double))
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throwNodeError("Not enough data provided for float");
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return *reinterpret_cast<long double *>(outputData.data());
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return *reinterpret_cast<double *>(outputData.data());
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}
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void Node::setBufferOnOutput(u32 index, std::span<const u8> data) {
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@@ -123,7 +123,7 @@ namespace hex::dp {
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attribute.getOutputData() = buffer;
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}
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void Node::setFloatOnOutput(u32 index, long double floatingPoint) {
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void Node::setFloatOnOutput(u32 index, double floatingPoint) {
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if (index >= this->getAttributes().size())
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throwNodeError("Attribute index out of bounds!");
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