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About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose.
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12
.github/issue_template.md
vendored
12
.github/issue_template.md
vendored
@ -11,15 +11,18 @@ https://discourse.dearimgui.org/c/getting-started
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----
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_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
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**Version/Branch of Dear ImGui:**
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XXX
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Version: XXX
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Branch: XXX _(master/viewport/docking/etc.)_
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**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
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**Back-end/Renderer/Compiler/OS**
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Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
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OS: XXX
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Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
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Compiler: XXX _(if the question is related to building)_
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Operating System: XXX
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**My Issue/Question:** _(please provide context)_
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@ -27,6 +30,7 @@ XXX
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**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
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```
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// Please do not forget this!
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ImGui::Begin("Example Bug");
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MoreCodeToExplainMyIssue();
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ImGui::End();
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
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// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
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@ -231,6 +232,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
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// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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@ -463,6 +464,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx10";
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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@ -470,6 +471,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
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@ -586,6 +587,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx12";
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g_pd3dDevice = device;
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g_RTVFormat = rtv_format;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
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// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
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@ -199,6 +200,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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g_pd3dDevice = device;
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return true;
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}
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-03-22: Added FreeGLUT Platform binding.
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#include "imgui.h"
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@ -26,6 +27,8 @@ static int g_Time = 0; // Current time, in milliseconds
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bool ImGui_ImplFreeGLUT_Init()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName ="imgui_impl_freeglut";
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g_Time = 0;
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// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
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@ -14,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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@ -130,6 +131,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_glfw";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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@ -42,7 +43,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Render command lists
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for(int n = 0; n < draw_data->CmdListsCount; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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@ -51,7 +52,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
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for( int i=0; i < nVert; i++ )
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for (int i = 0; i < nVert; i++)
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{
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// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
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@ -214,6 +215,8 @@ void ImGui_Marmalade_InvalidateDeviceObjects()
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bool ImGui_Marmalade_Init(bool install_callbacks)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-05: Metal: Added new Metal backend implementation.
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#include "imgui.h"
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@ -65,6 +66,9 @@ static MetalContext *g_sharedMetalContext = nil;
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_metal";
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static dispatch_once_t onceToken;
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dispatch_once(&onceToken, ^{
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g_sharedMetalContext = [[MetalContext alloc] init];
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@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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@ -53,6 +54,8 @@ static GLuint g_FontTexture = 0;
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl2";
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return true;
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}
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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@ -100,6 +101,9 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#ifdef USE_GL_ES3
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if (glsl_version == NULL)
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@ -111,6 +115,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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return true;
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}
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-07-07: Initial version.
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// Data
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@ -27,6 +28,7 @@ bool ImGui_ImplOSX_Init()
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//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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io.BackendPlatformName = "imgui_impl_osx";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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const int offset_for_function_keys = 256 - 0xF700;
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@ -16,6 +16,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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@ -123,6 +124,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_sdl"
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
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// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
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// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
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@ -695,6 +696,9 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects()
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bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_vulkan";
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IM_ASSERT(info->Instance != VK_NULL_HANDLE);
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IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
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IM_ASSERT(info->Device != VK_NULL_HANDLE);
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@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
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// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
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@ -52,6 +53,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_win32";
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io.ImeWindowHandle = hwnd;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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@ -1097,6 +1097,7 @@ ImGuiIO::ImGuiIO()
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ConfigResizeWindowsFromEdges = false;
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// Platform Functions
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BackendPlatformName = BackendRendererName = NULL;
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GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
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SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
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ClipboardUserData = NULL;
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6
imgui.h
6
imgui.h
@ -1172,6 +1172,10 @@ struct ImGuiIO
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// (the imgui_impl_xxxx back-end files are setting those up for you)
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//------------------------------------------------------------------
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// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window)
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const char* BackendPlatformName;
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const char* BackendRendererName;
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// Optional: Access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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const char* (*GetClipboardTextFn)(void* user_data);
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@ -1181,7 +1185,7 @@ 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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// (default to use native imm32 api on Windows)
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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; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
|
||||
|
@ -2547,6 +2547,8 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
|
||||
ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
|
||||
ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
|
||||
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
|
||||
|
Loading…
Reference in New Issue
Block a user