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Increased IMGUI_VERSION_NUM arbitrarily, help narrowing down reports that don't include a commit hash. Add comments.
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imgui.h
13
imgui.h
@ -47,7 +47,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.70 WIP"
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#define IMGUI_VERSION_NUM 16990
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#define IMGUI_VERSION_NUM 16991
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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@ -212,10 +212,10 @@ namespace ImGui
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// Main
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IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
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IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
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IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
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IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
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IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
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IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
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IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
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IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
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IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
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IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
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// Demo, Debug, Information
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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@ -1921,7 +1921,8 @@ struct ImDrawList
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};
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// All draw data to render an ImGui frame
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// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
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// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
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// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
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struct ImDrawData
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{
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bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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