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	Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_glfw.h # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h # imgui.cpp
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							@@ -491,7 +491,7 @@ namespace ImGui
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    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item, in screen space
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    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags = 0);                       // is current window focused? or its root/child, depending on flags. see flags for options.
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    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags = 0);                       // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options.
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    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags = 0);                       // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
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    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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    IMGUI_API float         GetTime();
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@@ -661,6 +661,7 @@ enum ImGuiFocusedFlags_
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};
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// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
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// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
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enum ImGuiHoveredFlags_
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{
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    ImGuiHoveredFlags_Default                       = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
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@@ -1713,10 +1714,10 @@ struct ImFontAtlas
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    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
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    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
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    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
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    IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
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    IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)
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    IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)
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    IMGUI_API void              Clear();                    // Clear all
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    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
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    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
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    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
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    IMGUI_API void              Clear();                    // Clear all input and output.
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    // Build atlas, retrieve pixel data.
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    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
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