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imgui.h
33
imgui.h
@ -1138,7 +1138,7 @@ struct ImGuiIO
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//------------------------------------------------------------------
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end.
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ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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@ -1157,8 +1157,8 @@ struct ImGuiIO
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bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
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ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
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ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [obsolete] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [obsolete: just use io.DisplaySize] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [OBSOLETE: just use io.DisplaySize!] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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// Miscellaneous configuration options
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
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@ -1167,16 +1167,17 @@ struct ImGuiIO
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bool ConfigResizeWindowsFromEdges; // = false // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
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//------------------------------------------------------------------
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// Settings (User Functions)
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// Platform Functions
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// (the imgui_impl_xxxx back-end files are setting those up for you)
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//------------------------------------------------------------------
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// Optional: access OS clipboard
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// Optional: Access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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const char* (*GetClipboardTextFn)(void* user_data);
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void (*SetClipboardTextFn)(void* user_data, const char* text);
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void* ClipboardUserData;
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// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
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// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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@ -1234,7 +1235,7 @@ struct ImGuiIO
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// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
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bool MouseClicked[5]; // Mouse button went from !Down to Down
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@ -1361,7 +1362,7 @@ namespace ImGui
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static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
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static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
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}
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typedef ImGuiInputTextCallback ImGuiTextEditCallback; // [OBSOLETE 1.63+] Made the names consistent
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typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
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typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
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#endif
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@ -1422,7 +1423,7 @@ public:
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Capacity = new_capacity;
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}
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// NB: It is forbidden to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
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// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
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inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
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inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
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inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
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@ -1631,9 +1632,10 @@ struct ImColor
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//-----------------------------------------------------------------------------
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// Draw callbacks for advanced uses.
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
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// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
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// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
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// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
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typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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// Typically, 1 command = 1 GPU draw call (unless command is a callback)
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@ -1648,7 +1650,7 @@ struct ImDrawCmd
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ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
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};
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// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
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// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx;
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#endif
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@ -1692,8 +1694,9 @@ enum ImDrawCornerFlags_
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enum ImDrawListFlags_
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{
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ImDrawListFlags_AntiAliasedLines = 1 << 0,
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ImDrawListFlags_AntiAliasedFill = 1 << 1
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ImDrawListFlags_None = 0,
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ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
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ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
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};
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// Draw command list
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