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Merge branch 'master' into 2016-02-colorpicker
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21
imgui.h
21
imgui.h
@ -105,7 +105,6 @@ namespace ImGui
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IMGUI_API ImGuiStyle& GetStyle();
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IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
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IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
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IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render()!
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IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
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IMGUI_API void Shutdown();
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IMGUI_API void ShowUserGuide(); // help block
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@ -114,11 +113,11 @@ namespace ImGui
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IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui
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// Window
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IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
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IMGUI_API void End();
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // ". this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
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IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API void EndChild();
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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@ -713,6 +712,12 @@ struct ImGuiIO
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ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // 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) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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// Advanced/subtle behaviors
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bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl
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bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl
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bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text
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bool MultiSelectUsesSuperKey; // = defined(__APPLE__) // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl [unused yet]
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//------------------------------------------------------------------
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// User Functions
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//------------------------------------------------------------------
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@ -748,6 +753,7 @@ struct ImGuiIO
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeyAlt; // Keyboard modifier pressed: Alt
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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@ -985,7 +991,8 @@ struct ImGuiTextEditCallbackData
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bool HasSelection() const { return SelectionStart != SelectionEnd; }
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};
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// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
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// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
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struct ImColor
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{
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