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Remove trailing spaces (grep for ' \r?$' in visual studio)
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14
imgui.h
14
imgui.h
@ -328,7 +328,7 @@ namespace ImGui
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IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
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// Parameters stacks (current window)
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IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
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IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
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IMGUI_API void PopItemWidth();
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IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
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@ -1764,7 +1764,7 @@ struct ImColor
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// Draw callbacks for advanced uses.
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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// you can poke into the draw list for that! Draw callback may be useful for example to:
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// you can poke into the draw list for that! Draw callback may be useful for example to:
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// A) Change your GPU render state,
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// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
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// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
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@ -1795,7 +1795,7 @@ struct ImDrawCmd
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ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
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};
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// Vertex index
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// Vertex index
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// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
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// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
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#ifndef ImDrawIdx
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@ -1826,7 +1826,7 @@ struct ImDrawChannel
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};
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// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
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// This is used by the Columns api, so items of each column can be batched together in a same draw call.
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// This is used by the Columns api, so items of each column can be batched together in a same draw call.
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struct ImDrawListSplitter
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{
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int _Current; // Current channel number (0)
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@ -1867,7 +1867,7 @@ enum ImDrawListFlags_
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// Draw command list
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// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
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// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
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// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
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// access the current window draw list and draw custom primitives.
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// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
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// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
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@ -2126,9 +2126,9 @@ struct ImFontAtlas
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// [BETA] Custom Rectangles/Glyphs API
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//-------------------------------------------
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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// After calling Build(), you can query the rectangle position and render your pixels.
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// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// so you can render e.g. custom colorful icons and use them as regular glyphs.
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// Read misc/fonts/README.txt for more details about using colorful icons.
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IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
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