Misc: tweaks + minor changes merged from master to reduce branch drift. Removed code that ended up unused.

This commit is contained in:
omar
2018-04-25 18:23:39 +02:00
parent 0b1d6a0d52
commit 5979233a3c
3 changed files with 10 additions and 23 deletions

View File

@ -417,7 +417,6 @@ struct ImGuiSettingsHandler
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void (*ReadCloseFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry); // Read: Called when closing an existing entry, so code can validate overall data. [Optional]
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
void* UserData;
@ -499,7 +498,6 @@ struct ImDrawDataBuilder
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
IMGUI_API void FlattenIntoSingleLayer();
};
@ -946,7 +944,7 @@ struct IMGUI_API ImGuiWindow
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.