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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -466,7 +466,7 @@ struct ImGuiColumnsSet
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}
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};
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struct ImDrawListSharedData
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struct IMGUI_API ImDrawListSharedData
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{
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ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
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ImFont* Font; // Current/default font (optional, for simplified AddText overload)
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@ -481,6 +481,16 @@ struct ImDrawListSharedData
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ImDrawListSharedData();
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};
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struct ImDrawDataBuilder
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{
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ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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IMGUI_API void FlattenIntoSingleLayer();
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IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
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};
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// Storage for SetNexWindow** functions
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struct ImGuiNextWindowData
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{
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@ -553,7 +563,7 @@ struct ImGuiContext
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
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ImGuiWindow* MovingWindow; // Track the child window we clicked on to move a window.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiID MovingWindowMoveId; // == MovingWindow->MoveId
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ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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@ -601,8 +611,8 @@ struct ImGuiContext
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ImRect NavMoveResultRectRel; // Best move request candidate bounding box in window relative space
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// Render
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ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
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ImVector<ImDrawList*> RenderDrawLists[3];
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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ImDrawDataBuilder DrawDataBuilder;
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float ModalWindowDarkeningRatio;
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ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
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ImGuiMouseCursor MouseCursor;
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