mirror of https://github.com/ocornut/imgui
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@ -41,6 +41,7 @@ Other Changes:
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
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Enter keep the input active and select all text.
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Enter keep the input active and select all text.
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- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
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- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
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2
imgui.h
2
imgui.h
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@ -1999,7 +1999,7 @@ struct ImGuiIO
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
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bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
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float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderWindows; // Number of visible windows
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int MetricsRenderWindows; // Number of visible windows
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@ -1828,7 +1828,7 @@ struct ImGuiContext
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ImGuiStackTool DebugStackTool;
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ImGuiStackTool DebugStackTool;
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// Misc
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// Misc
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float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
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float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
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int FramerateSecPerFrameIdx;
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int FramerateSecPerFrameIdx;
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int FramerateSecPerFrameCount;
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int FramerateSecPerFrameCount;
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float FramerateSecPerFrameAccum;
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float FramerateSecPerFrameAccum;
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