Merge branch 'master' into viewport

This commit is contained in:
omar
2019-01-13 14:19:31 +01:00
11 changed files with 671 additions and 369 deletions

View File

@ -100,9 +100,6 @@ struct ImFontConfig; // Configuration data when adding a font or
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
#ifndef ImTextureID
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
@ -121,6 +118,9 @@ struct ImGuiWindowClass; // Window class (rare/advanced uses: provide
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
#ifndef ImTextureID
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
@ -1216,6 +1216,7 @@ struct ImVector
inline bool empty() const { return Size == 0; }
inline int size() const { return Size; }
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
inline int capacity() const { return Capacity; }
inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
@ -2092,7 +2093,7 @@ struct ImFontAtlas
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.