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Fix typos in source comments (#5675)
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@ -562,7 +562,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
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// Our last values will leak into user/application rendering IF:
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// - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
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// - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state.
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// - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.
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// If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
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// In theory we should aim to backup/restore those values but I am not sure this is possible.
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// We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
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12
imgui.cpp
12
imgui.cpp
@ -126,7 +126,7 @@ CODE
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- Hold SHIFT or use mouse to select text.
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- CTRL+Left/Right to word jump.
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- CTRL+Shift+Left/Right to select words.
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- CTRL+A our Double-Click to select all.
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- CTRL+A or Double-Click to select all.
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- CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
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- CTRL+Z,CTRL+Y to undo/redo.
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- ESCAPE to revert text to its original value.
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@ -290,7 +290,7 @@ CODE
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---------------------------------------------
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The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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void MyImGuiRenderFunction(ImDrawData* draw_data)
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{
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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@ -792,7 +792,7 @@ CODE
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- How can I have widgets with an empty label?
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- How can I have multiple widgets with the same label?
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- How can I have multiple windows with the same label?
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Q: How can I display an image? What is ImTextureID, how does it works?
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Q: How can I display an image? What is ImTextureID, how does it work?
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Q: How can I use my own math types instead of ImVec2/ImVec4?
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Q: How can I interact with standard C++ types (such as std::string and std::vector)?
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Q: How can I display custom shapes? (using low-level ImDrawList API)
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@ -921,7 +921,7 @@ CODE
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#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#elif defined(__GNUC__)
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// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
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// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
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#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
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@ -1095,7 +1095,7 @@ ImGuiStyle::ImGuiStyle()
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LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
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TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
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TabBorderSize = 0.0f; // Thickness of border around tabs.
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TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
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TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
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ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
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ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
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SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
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@ -2495,7 +2495,7 @@ static bool GetSkipItemForListClipping()
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Legacy helper to calculate coarse clipping of large list of evenly sized items.
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// This legacy API is not ideal because it assume we will return a single contiguous rectangle.
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// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
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// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
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void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
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{
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74
imgui.h
74
imgui.h
@ -302,7 +302,7 @@ namespace ImGui
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
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IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
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IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
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IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
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IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
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// Styles
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@ -374,7 +374,7 @@ namespace ImGui
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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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 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
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// Windows Scrolling
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IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
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@ -429,7 +429,7 @@ namespace ImGui
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// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
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IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
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IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
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IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
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IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
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IMGUI_API void Spacing(); // add vertical spacing.
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IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
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IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
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@ -517,7 +517,7 @@ namespace ImGui
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// Widgets: Drag Sliders
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// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
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// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v',
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// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
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// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
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// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
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// - Format string may also be set to NULL or use the default format ("%f" or "%d").
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@ -525,7 +525,7 @@ namespace ImGui
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// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
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// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
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// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
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// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
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// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
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// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
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IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
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IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
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@ -544,7 +544,7 @@ namespace ImGui
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// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
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// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
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// - Format string may also be set to NULL or use the default format ("%f" or "%d").
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// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
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// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
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// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
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IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
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IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
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@ -672,7 +672,7 @@ namespace ImGui
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// Popups: begin/end functions
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// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
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// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
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// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
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IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
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IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
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@ -716,7 +716,7 @@ namespace ImGui
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// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
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// - 5. Populate contents:
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// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
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// - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
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// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
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// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
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// TableNextColumn() will automatically wrap-around into the next row if needed.
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// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
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@ -827,12 +827,12 @@ namespace ImGui
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
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IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
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IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
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IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
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IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
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IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
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IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
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IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
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IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
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IMGUI_API bool IsAnyItemActive(); // is any item active?
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@ -1036,7 +1036,7 @@ enum ImGuiTreeNodeFlags_
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// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
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// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
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// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
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// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
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// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
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// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
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enum ImGuiPopupFlags_
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{
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@ -1057,7 +1057,7 @@ enum ImGuiPopupFlags_
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enum ImGuiSelectableFlags_
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{
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ImGuiSelectableFlags_None = 0,
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ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
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ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
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ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
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ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
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ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
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@ -1125,7 +1125,7 @@ enum ImGuiTabItemFlags_
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// - When ScrollX is on:
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// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
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// - Columns sizing policy allowed: Fixed/Auto mostly.
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// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
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// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
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// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
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// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
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// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
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@ -1151,8 +1151,8 @@ enum ImGuiTableFlags_
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ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
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ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
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ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
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ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
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ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
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ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
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ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
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// Sizing Policy (read above for defaults)
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ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
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ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
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@ -1166,11 +1166,11 @@ enum ImGuiTableFlags_
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// Clipping
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ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
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// Padding
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ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
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ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
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ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
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ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
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ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
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// Scrolling
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ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
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ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
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ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
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// Sorting
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ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
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@ -1240,7 +1240,7 @@ enum ImGuiTableRowFlags_
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// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
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// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
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// - Layer 2: draw with CellBg color if set.
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// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
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// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
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// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
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// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
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// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
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@ -1295,8 +1295,8 @@ enum ImGuiDragDropFlags_
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{
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ImGuiDragDropFlags_None = 0,
|
||||
// BeginDragDropSource() flags
|
||||
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
|
||||
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
|
||||
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
|
||||
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
|
||||
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
|
||||
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
|
||||
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
|
||||
@ -1433,7 +1433,7 @@ enum ImGuiKey_
|
||||
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
|
||||
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
|
||||
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
|
||||
// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
|
||||
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
|
||||
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).
|
||||
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
|
||||
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
|
||||
@ -1447,7 +1447,7 @@ enum ImGuiKey_
|
||||
// End of list
|
||||
ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
|
||||
|
||||
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
|
||||
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
|
||||
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
|
||||
ImGuiKey_NamedKey_BEGIN = 512,
|
||||
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
|
||||
@ -1703,7 +1703,7 @@ enum ImGuiMouseCursor_
|
||||
ImGuiMouseCursor_Arrow = 0,
|
||||
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
|
||||
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
|
||||
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
|
||||
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
|
||||
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
|
||||
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
|
||||
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
|
||||
@ -1834,7 +1834,7 @@ struct ImGuiStyle
|
||||
ImVec2 WindowPadding; // Padding within a window.
|
||||
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
|
||||
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
|
||||
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
|
||||
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
|
||||
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
|
||||
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
|
||||
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
|
||||
@ -1857,7 +1857,7 @@ struct ImGuiStyle
|
||||
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
|
||||
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
|
||||
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
|
||||
@ -1970,8 +1970,8 @@ struct ImGuiIO
|
||||
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
|
||||
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
|
||||
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
|
||||
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
|
||||
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
|
||||
|
||||
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
|
||||
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
|
||||
@ -2015,9 +2015,9 @@ struct ImGuiIO
|
||||
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
|
||||
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
|
||||
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
|
||||
bool KeyCtrl; // Keyboard modifier down: Control
|
||||
bool KeyShift; // Keyboard modifier down: Shift
|
||||
bool KeyAlt; // Keyboard modifier down: Alt
|
||||
@ -2161,7 +2161,7 @@ struct ImGuiTableSortSpecs
|
||||
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
|
||||
#endif
|
||||
|
||||
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
|
||||
struct ImGuiOnceUponAFrame
|
||||
{
|
||||
@ -2269,7 +2269,7 @@ struct ImGuiStorage
|
||||
};
|
||||
|
||||
// Helper: Manually clip large list of items.
|
||||
// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse
|
||||
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
|
||||
// clipping based on visibility to only submit items that are in view.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
|
||||
@ -2415,7 +2415,7 @@ struct ImDrawVert
|
||||
#else
|
||||
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
|
||||
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
|
||||
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
|
||||
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
|
||||
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
|
||||
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
|
||||
#endif
|
||||
@ -2532,7 +2532,7 @@ struct ImDrawList
|
||||
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
|
||||
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
|
||||
// In future versions we will use textures to provide cheaper and higher-quality circles.
|
||||
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
|
||||
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
|
||||
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
@ -2736,7 +2736,7 @@ enum ImFontAtlasFlags_
|
||||
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
|
||||
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
|
||||
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
|
||||
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
|
||||
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
|
||||
struct ImFontAtlas
|
||||
{
|
||||
IMGUI_API ImFontAtlas();
|
||||
@ -2760,7 +2760,7 @@ struct ImFontAtlas
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
|
||||
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
|
||||
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
|
||||
void SetTexID(ImTextureID id) { TexID = id; }
|
||||
|
||||
//-------------------------------------------
|
||||
|
@ -201,7 +201,7 @@ static void HelpMarker(const char* desc)
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to wire demo markers located in code to a interactive browser
|
||||
// Helper to wire demo markers located in code to an interactive browser
|
||||
typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
|
||||
extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback;
|
||||
extern void* GImGuiDemoMarkerCallbackUserData;
|
||||
@ -657,7 +657,7 @@ static void ShowDemoWindowWidgets()
|
||||
"USER:\n"
|
||||
"Hold SHIFT or use mouse to select text.\n"
|
||||
"CTRL+Left/Right to word jump.\n"
|
||||
"CTRL+A or double-click to select all.\n"
|
||||
"CTRL+A or Double-Click to select all.\n"
|
||||
"CTRL+X,CTRL+C,CTRL+V clipboard.\n"
|
||||
"CTRL+Z,CTRL+Y undo/redo.\n"
|
||||
"ESCAPE to revert.\n\n"
|
||||
@ -1996,7 +1996,7 @@ static void ShowDemoWindowWidgets()
|
||||
// - integer/float/double
|
||||
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
|
||||
// to pass the type, and passing all arguments by pointer.
|
||||
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
|
||||
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
|
||||
// In practice, if you frequently use a given type that is not covered by the normal API entry points,
|
||||
// you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
|
||||
// and then pass their address to the generic function. For example:
|
||||
@ -2340,7 +2340,7 @@ static void ShowDemoWindowWidgets()
|
||||
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
|
||||
ImGui::Checkbox("Item Disabled", &item_disabled);
|
||||
|
||||
// Submit selected item item so we can query their status in the code following it.
|
||||
// Submit selected items so we can query their status in the code following it.
|
||||
bool ret = false;
|
||||
static bool b = false;
|
||||
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
|
||||
@ -3432,7 +3432,7 @@ static void ShowDemoWindowPopups()
|
||||
// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
|
||||
// OpenPopup(id);
|
||||
// return BeginPopup(id);
|
||||
// For advanced advanced uses you may want to replicate and customize this code.
|
||||
// For advanced uses you may want to replicate and customize this code.
|
||||
// See more details in BeginPopupContextItem().
|
||||
|
||||
// Example 1
|
||||
@ -3600,7 +3600,7 @@ static void ShowDemoWindowPopups()
|
||||
}
|
||||
|
||||
// Dummy data structure that we use for the Table demo.
|
||||
// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function)
|
||||
// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)
|
||||
namespace
|
||||
{
|
||||
// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
|
||||
@ -3819,7 +3819,7 @@ static void ShowDemoWindowTables()
|
||||
}
|
||||
|
||||
// [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
|
||||
// This is generally more convenient when you have code manually submitting the contents of each columns.
|
||||
// This is generally more convenient when you have code manually submitting the contents of each column.
|
||||
HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
|
||||
if (ImGui::BeginTable("table2", 3))
|
||||
{
|
||||
@ -3931,8 +3931,8 @@ static void ShowDemoWindowTables()
|
||||
IMGUI_DEMO_MARKER("Tables/Resizable, stretch");
|
||||
if (ImGui::TreeNode("Resizable, stretch"))
|
||||
{
|
||||
// By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch"
|
||||
// Each columns maintain a sizing weight, and they will occupy all available width.
|
||||
// By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"
|
||||
// All columns maintain a sizing weight, and they will occupy all available width.
|
||||
static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
|
||||
PushStyleCompact();
|
||||
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
|
||||
@ -5748,7 +5748,7 @@ static void ShowDemoWindowMisc()
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
|
||||
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
|
||||
{
|
||||
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.
|
||||
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
|
||||
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
|
||||
@ -6966,7 +6966,7 @@ struct ExampleAppLog
|
||||
if (Filter.IsActive())
|
||||
{
|
||||
// In this example we don't use the clipper when Filter is enabled.
|
||||
// This is because we don't have a random access on the result on our filter.
|
||||
// This is because we don't have random access to the result of our filter.
|
||||
// A real application processing logs with ten of thousands of entries may want to store the result of
|
||||
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
|
||||
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
|
||||
@ -6988,7 +6988,7 @@ struct ExampleAppLog
|
||||
// on your side is recommended. Using ImGuiListClipper requires
|
||||
// - A) random access into your data
|
||||
// - B) items all being the same height,
|
||||
// both of which we can handle since we an array pointing to the beginning of each line of text.
|
||||
// both of which we can handle since we have an array pointing to the beginning of each line of text.
|
||||
// When using the filter (in the block of code above) we don't have random access into the data to display
|
||||
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
|
||||
// it possible (and would be recommended if you want to search through tens of thousands of entries).
|
||||
@ -7465,8 +7465,8 @@ static void ShowExampleAppFullscreen(bool* p_open)
|
||||
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
|
||||
// This apply to all regular items as well.
|
||||
// Demonstrate using of "##" and "###" in identifiers to manipulate ID generation.
|
||||
// This applies to all regular items as well.
|
||||
// Read FAQ section "How can I have multiple widgets with the same label?" for details.
|
||||
static void ShowExampleAppWindowTitles(bool*)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user