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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -1495,8 +1495,8 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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// The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
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// The main 'OuterRect', omitted as a field, is window->Rect().
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@ -1510,6 +1510,7 @@ struct IMGUI_API ImGuiWindow
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int LastFrameActive; // Last frame number the window was Active.
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int LastFrameJustFocused; // Last frame number the window was made Focused.
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float LastTimeActive;
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float ItemWidthDefault;
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
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ImGuiStorage StateStorage;
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@ -1530,6 +1531,10 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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bool MemoryCompacted;
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int MemoryDrawListIdxCapacity;
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int MemoryDrawListVtxCapacity;
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// Docking
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ImGuiDockNode* DockNode; // Which node are we docked into
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ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
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@ -1622,8 +1627,9 @@ struct ImGuiTabBar
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int CurrFrameVisible;
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int PrevFrameVisible;
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ImRect BarRect;
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float ContentsHeight;
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float LastTabContentHeight; // Record the height of contents submitted below the tab bar
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float OffsetMax; // Distance from BarRect.Min.x, locked during layout
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float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
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float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
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float ScrollingAnim;
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float ScrollingTarget;
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@ -1677,6 +1683,8 @@ namespace ImGui
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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