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Internals: Backport one ->WasActive test in NavRestoreLastChildNavWindow() from 9bf6509c6
+ minor/shallow bits from docking branch.
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4
imgui.h
4
imgui.h
@ -723,7 +723,7 @@ namespace ImGui
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Inputs Utilities: Keyboard
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// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
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// - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[].
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// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
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@ -1434,7 +1434,7 @@ struct ImGuiStyle
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ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
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ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
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ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
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ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
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ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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