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imgui.h
11
imgui.h
@ -1030,6 +1030,7 @@ struct ImGuiTextEditCallbackData
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};
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// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
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// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
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// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
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struct ImColor
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@ -1092,12 +1093,8 @@ struct ImGuiListClipper
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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, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
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// The expected behavior from your rendering loop is:
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// if (cmd.UserCallback != NULL)
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// cmd.UserCallback(parent_list, cmd);
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// else
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// RenderTriangles()
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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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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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@ -1112,7 +1109,7 @@ struct ImDrawCmd
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ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
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};
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// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
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// Vertex index (override with '#define ImDrawIdx unsigned int' inside 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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