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IO: Realigned all fields, very minor comments change. This is nearly a no-op if you don't ignore Spaces.
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12
imgui.h
12
imgui.h
@ -1202,7 +1202,7 @@ struct ImGuiStyle
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struct ImGuiIO
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struct ImGuiIO
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{
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{
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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// Configuration (fill once) // Default value:
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// Configuration (fill once) // Default value
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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@ -1211,7 +1211,7 @@ struct ImGuiIO
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
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const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
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@ -1220,13 +1220,13 @@ struct ImGuiIO
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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void* UserData; // = NULL // Store your own data for retrieval by callbacks.
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ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
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ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
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float FontGlobalScale; // = 1.0f // Global scale all fonts
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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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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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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 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; // = (1.0f,1.0f) // For 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 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
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ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [OBSOLETE: just use io.DisplaySize!] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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// Miscellaneous configuration options
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// Miscellaneous configuration options
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
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@ -1256,7 +1256,7 @@ struct ImGuiIO
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// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
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// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
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// (default to use native imm32 api on Windows)
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// (default to use native imm32 api on Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void (*ImeSetInputScreenPosFn)(int x, int y);
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void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
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// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
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