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Added GetWindowFont(), GetWindowFontSize() + comments following user's feedback
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9
imgui.h
9
imgui.h
@ -151,6 +151,8 @@ namespace ImGui
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ImVec2 GetWindowContentRegionMin();
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ImVec2 GetWindowContentRegionMax();
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ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
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ImFont GetWindowFont();
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float GetWindowFontSize();
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void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
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void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
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@ -575,7 +577,6 @@ struct ImDrawCmd
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ImVec4 clip_rect;
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};
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// sizeof() == 20
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struct ImDrawVert
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{
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ImVec2 pos;
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@ -584,7 +585,11 @@ struct ImDrawVert
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};
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// Draw command list
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// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
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// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// Each ImGui window contains its own ImDrawList.
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// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
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// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
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// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
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struct ImDrawList
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{
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// This is what you have to render
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