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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_glfw.cpp # examples/imgui_impl_glfw.h # examples/imgui_impl_sdl.cpp # examples/imgui_impl_sdl.h # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # imgui.cpp # imgui_internal.h
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@ -440,14 +440,14 @@ struct IMGUI_API ImGuiTextEditState
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struct ImGuiWindowSettings
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{
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char* Name;
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ImGuiID Id;
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ImGuiID ID;
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ImVec2 Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
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ImVec2 Size;
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ImVec2 ViewportPos;
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ImGuiID ViewportId;
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bool Collapsed;
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ImGuiWindowSettings() { Name = NULL; Id = ViewportId = 0; Pos = Size = ViewportPos = ImVec2(0, 0); Collapsed = false; }
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ImGuiWindowSettings() { Name = NULL; ID = ViewportId = 0; Pos = Size = ViewportPos = ImVec2(0, 0); Collapsed = false; }
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};
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struct ImGuiSettingsHandler
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@ -1006,7 +1006,7 @@ struct IMGUI_API ImGuiWindow
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float WindowRounding; // Window rounding at the time of begin.
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float WindowBorderSize; // Window border size at the time of begin.
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ImGuiID MoveId; // == window->GetID("#MOVE")
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ImGuiID ChildId; // Id of corresponding item in parent window (for child windows)
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ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
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ImVec2 Scroll;
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ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
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ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
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@ -1051,6 +1051,7 @@ struct IMGUI_API ImGuiWindow
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ImVector<ImGuiColumnsSet> ColumnsStorage;
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float FontWindowScale; // User scale multiplier per-window
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float FontDpiScale;
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int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
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ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
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ImDrawList DrawListInst;
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