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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h # imgui.cpp
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8
imgui.h
8
imgui.h
@ -362,6 +362,7 @@ namespace ImGui
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IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* display_format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
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// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
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IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
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@ -618,6 +619,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
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ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
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ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
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ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
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// [Internal]
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ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
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};
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@ -961,7 +963,7 @@ enum ImGuiMouseCursor_
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};
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// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
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// All those functions treat 0 as a shortcut to ImGuiCond_Always. From the point of view of the user use this as an enum (don't combine multiple values into flags).
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// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
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enum ImGuiCond_
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{
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ImGuiCond_Always = 1 << 0, // Set the variable
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@ -987,8 +989,8 @@ struct ImGuiStyle
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ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
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float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
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float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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float PopupRounding; // Radius of popup window corners rounding.
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float PopupBorderSize; // Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
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float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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