mirror of
https://github.com/Drezil/imgui.git
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Internal refactor: moved all Scroll related functions in a same spot.
This commit is contained in:
parent
1b1e539288
commit
3548fb8013
322
imgui.cpp
322
imgui.cpp
@ -72,6 +72,7 @@ CODE
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// [SECTION] ImGuiListClipper
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// [SECTION] RENDER HELPERS
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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@ -4943,40 +4944,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
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return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
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}
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
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{
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ImGuiContext& g = *GImGui;
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ImVec2 scroll = window->Scroll;
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if (window->ScrollTarget.x < FLT_MAX)
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{
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float cr_x = window->ScrollTargetCenterRatio.x;
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float target_x = window->ScrollTarget.x;
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if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
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target_x = 0.0f;
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else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
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target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
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scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
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}
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if (window->ScrollTarget.y < FLT_MAX)
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{
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// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
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float cr_y = window->ScrollTargetCenterRatio.y;
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float target_y = window->ScrollTarget.y;
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if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
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target_y = 0.0f;
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if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
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target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
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scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
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}
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scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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{
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scroll.x = ImMin(scroll.x, window->ScrollMax.x);
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scroll.y = ImMin(scroll.y, window->ScrollMax.y);
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}
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return scroll;
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}
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static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
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{
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if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
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@ -6921,97 +6888,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos)
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window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
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}
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float ImGui::GetScrollX()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.x;
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}
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float ImGui::GetScrollY()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.y;
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}
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float ImGui::GetScrollMaxX()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ScrollMax.x;
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}
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float ImGui::GetScrollMaxY()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ScrollMax.y;
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}
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void ImGui::SetScrollX(float scroll_x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.x = scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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void ImGui::SetScrollY(float scroll_y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.y = scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
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{
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window->ScrollTarget.x = new_scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
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{
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window->ScrollTarget.y = new_scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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}
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void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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}
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// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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void ImGui::SetScrollHereX(float center_x_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
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float last_item_width = window->DC.LastItemRect.GetWidth();
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target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
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SetScrollFromPosX(target_x, center_x_ratio);
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}
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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void ImGui::SetScrollHereY(float center_y_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
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target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
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SetScrollFromPosY(target_y, center_y_ratio);
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}
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void ImGui::ActivateItem(ImGuiID id)
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{
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ImGuiContext& g = *GImGui;
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@ -7248,6 +7124,167 @@ void ImGui::Unindent(float indent_w)
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window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
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}
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//-----------------------------------------------------------------------------
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// [SECTION] SCROLLING
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//-----------------------------------------------------------------------------
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
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{
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ImGuiContext& g = *GImGui;
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ImVec2 scroll = window->Scroll;
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if (window->ScrollTarget.x < FLT_MAX)
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{
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float cr_x = window->ScrollTargetCenterRatio.x;
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float target_x = window->ScrollTarget.x;
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if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
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target_x = 0.0f;
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else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
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target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
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scroll.x = target_x - cr_x * window->InnerRect.GetWidth();
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}
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if (window->ScrollTarget.y < FLT_MAX)
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{
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// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
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float cr_y = window->ScrollTargetCenterRatio.y;
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float target_y = window->ScrollTarget.y;
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if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
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target_y = 0.0f;
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if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
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target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
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scroll.y = target_y - cr_y * window->InnerRect.GetHeight();
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}
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scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
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if (!window->Collapsed && !window->SkipItems)
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{
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scroll.x = ImMin(scroll.x, window->ScrollMax.x);
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scroll.y = ImMin(scroll.y, window->ScrollMax.y);
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}
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return scroll;
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}
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// Scroll to keep newly navigated item fully into view
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void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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ImGuiContext& g = *GImGui;
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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{
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window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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{
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window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (item_rect.Min.y < window_rect.Min.y)
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{
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window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (item_rect.Max.y >= window_rect.Max.y)
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{
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window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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}
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float ImGui::GetScrollX()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.x;
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}
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float ImGui::GetScrollY()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->Scroll.y;
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}
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float ImGui::GetScrollMaxX()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ScrollMax.x;
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}
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float ImGui::GetScrollMaxY()
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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return window->ScrollMax.y;
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}
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void ImGui::SetScrollX(float scroll_x)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.x = scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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void ImGui::SetScrollY(float scroll_y)
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{
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ImGuiWindow* window = GetCurrentWindow();
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window->ScrollTarget.y = scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
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{
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window->ScrollTarget.x = new_scroll_x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
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{
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window->ScrollTarget.y = new_scroll_y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
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window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
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window->ScrollTargetCenterRatio.x = center_x_ratio;
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}
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void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
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{
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// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
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window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
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window->ScrollTargetCenterRatio.y = center_y_ratio;
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}
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// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
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void ImGui::SetScrollHereX(float center_x_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
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float last_item_width = window->DC.LastItemRect.GetWidth();
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target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
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SetScrollFromPosX(target_x, center_x_ratio);
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}
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// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
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void ImGui::SetScrollHereY(float center_y_ratio)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
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target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
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SetScrollFromPosY(target_y, center_y_ratio);
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}
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//-----------------------------------------------------------------------------
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// [SECTION] TOOLTIPS
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//-----------------------------------------------------------------------------
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@ -8138,37 +8175,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
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return delta;
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}
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// Scroll to keep newly navigated item fully into view
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void ImGui::NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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ImGuiContext& g = *GImGui;
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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{
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window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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{
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window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (item_rect.Min.y < window_rect.Min.y)
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{
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window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (item_rect.Max.y >= window_rect.Max.y)
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{
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window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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}
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static void ImGui::NavUpdate()
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{
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ImGuiContext& g = *GImGui;
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@ -8478,7 +8484,7 @@ static void ImGui::NavUpdateMoveResult()
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if (g.NavLayer == 0)
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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NavScrollToBringItemIntoView(result->Window, rect_abs);
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ScrollToBringItemIntoView(result->Window, rect_abs);
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// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
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@ -8487,7 +8493,7 @@ static void ImGui::NavUpdateMoveResult()
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// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
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if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
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NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
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ScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
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}
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ClearActiveID();
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@ -1470,8 +1470,6 @@ namespace ImGui
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IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
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IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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@ -1498,6 +1496,11 @@ namespace ImGui
|
||||
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
|
||||
// Scrolling
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API void ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
|
||||
// Basic Accessors
|
||||
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
||||
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
|
||||
@ -1549,7 +1552,6 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
|
||||
|
Loading…
Reference in New Issue
Block a user