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	Comments, FAQ update.
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							| @@ -487,7 +487,7 @@ namespace ImGui | ||||
|     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item, in screen space | ||||
|     IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. | ||||
|     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags = 0);                       // is current window focused? or its root/child, depending on flags. see flags for options. | ||||
|     IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags = 0);                       // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. | ||||
|     IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags = 0);                       // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! | ||||
|     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped. | ||||
|     IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. | ||||
|     IMGUI_API float         GetTime(); | ||||
| @@ -656,6 +656,7 @@ enum ImGuiFocusedFlags_ | ||||
| }; | ||||
|  | ||||
| // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() | ||||
| // Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! | ||||
| enum ImGuiHoveredFlags_ | ||||
| { | ||||
|     ImGuiHoveredFlags_Default                       = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. | ||||
| @@ -1665,10 +1666,10 @@ struct ImFontAtlas | ||||
|     IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership. | ||||
|     IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. | ||||
|     IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. | ||||
|     IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory. | ||||
|     IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges) | ||||
|     IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates) | ||||
|     IMGUI_API void              Clear();                    // Clear all | ||||
|     IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. | ||||
|     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. | ||||
|     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates). | ||||
|     IMGUI_API void              Clear();                    // Clear all input and output. | ||||
|  | ||||
|     // Build atlas, retrieve pixel data. | ||||
|     // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). | ||||
|   | ||||
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