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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui_widgets.cpp
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45
imgui.h
45
imgui.h
@ -1369,7 +1369,7 @@ struct ImGuiIO
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float FontGlobalScale; // = 1.0f // Global scale all fonts
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bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
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ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
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ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For hi-dpi/retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
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// Docking options (when ImGuiConfigFlags_DockingEnable is set)
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bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
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@ -1983,13 +1983,14 @@ struct ImDrawData
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int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
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ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
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ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
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ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
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// Functions
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ImDrawData() { Valid = false; Clear(); }
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~ImDrawData() { Clear(); }
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void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
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IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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//-----------------------------------------------------------------------------
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@ -2168,24 +2169,26 @@ struct ImFontAtlas
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// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
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struct ImFont
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{
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// Members: Hot ~62/78 bytes
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float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
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float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
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ImVector<ImFontGlyph> Glyphs; // // All glyphs.
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ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
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const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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// Members: Hot ~24/32 bytes (for CalcTextSize)
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ImVector<float> IndexAdvanceX; // 12/16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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float FontSize; // 4 // in // <user set> // Height of characters, set during loading (don't change after loading)
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float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
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ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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// Members: Cold ~18/26 bytes
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short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
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ImFontAtlas* ContainerAtlas; // // What we has been loaded into
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float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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bool DirtyLookupTables;
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int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
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ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
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ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
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ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
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const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
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// Members: Cold ~28/40 bytes
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ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
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ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
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short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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bool DirtyLookupTables; // 1 // out //
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float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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float Ascent, Descent; // 8 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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// Methods
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IMGUI_API ImFont();
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