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imgui.h
17
imgui.h
@ -261,8 +261,7 @@ namespace ImGui
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IMGUI_API void TreePop();
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IMGUI_API void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
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// Value helper output "name: value"
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// Freely declare your own in the ImGui namespace.
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// Value helper output "name: value". tip: freely declare your own within the ImGui namespace!
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IMGUI_API void Value(const char* prefix, bool b);
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IMGUI_API void Value(const char* prefix, int v);
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IMGUI_API void Value(const char* prefix, unsigned int v);
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@ -327,7 +326,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
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ImGuiInputTextFlags_CallbackCompletion = 1 << 4, // Call user function on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
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ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every time
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//ImGuiInputTextFlags_AlignCenter = 1 << 6,
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};
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@ -450,8 +449,8 @@ struct ImGuiIO
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ImVec2 DisplaySize; // <unset> // 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 // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving.
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const char* IniFilename; // = "imgui.ini" // Absolute path to .ini file.
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const char* LogFilename; // = "imgui_log.txt" // Absolute path to .log file.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file.
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const char* LogFilename; // = "imgui_log.txt" // Path to .log file.
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
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@ -480,7 +479,7 @@ struct ImGuiIO
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void* (*MemReallocFn)(void* ptr, size_t sz);
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void (*MemFreeFn)(void* ptr);
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// Optional: notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
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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 inputs in Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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//------------------------------------------------------------------
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@ -651,8 +650,8 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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// Draw command list
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// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// Each ImGui window contains its own ImDrawList.
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// This is the low-level list of polygon that ImGui:: functions are creating. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged.
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// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
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// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
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// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
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@ -686,7 +685,7 @@ struct ImDrawList
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IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
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};
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// Optional bitmap font data loader & renderer into vertices
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// Bitmap font data loader & renderer into vertices
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// Using the .fnt format exported by BMFont
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// - tool: http://www.angelcode.com/products/bmfont
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// - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html
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