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@ -2444,7 +2444,7 @@ void ImGui::Render()
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}
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// Skip render altogether if alpha is 0.0
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// Note that vertex buffers have been created, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false
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// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
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if (g.Style.Alpha > 0.0f)
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{
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// Render tooltip
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@ -2464,7 +2464,7 @@ void ImGui::Render()
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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{
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// FIXME: Generalize this with a proper layering system so we can stack.
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// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(g.RenderDrawLists[1], window);
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8
imgui.h
8
imgui.h
@ -985,7 +985,7 @@ struct ImGuiListClipper
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//-----------------------------------------------------------------------------
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// Draw callbacks for advanced uses.
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// NB- You most likely DO NOT need to care about draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
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// The expected behavior from your rendering loop is:
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// if (cmd.user_callback != NULL)
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@ -1001,7 +1001,7 @@ struct ImDrawCmd
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unsigned int idx_count; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
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ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally.
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ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* user_callback_data; // The draw callback code can access this.
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};
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@ -1040,7 +1040,7 @@ struct ImDrawList
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// [Internal to ImGui]
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ImVector<ImVec4> clip_rect_stack; // [Internal]
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ImVector<ImTextureID> texture_id_stack; // [Internal]
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ImVector<ImVec2> path; // [Internal]
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ImVector<ImVec2> path; // [Internal] current path building
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ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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unsigned int vtx_current_idx; // [Internal] == vtx_buffer.size()
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ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
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@ -1066,7 +1066,7 @@ struct ImDrawList
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, float thickness, bool closed, bool anti_aliased);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
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// Stateful path API, add points finish with PathFill() or PathStroke(). Only convex shapes supported.
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// Stateful path API, add points then finish with PathFill() or PathStroke()
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inline void PathClear() { path.resize(0); }
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inline void PathLineTo(const ImVec2& p) { path.push_back(p); }
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
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