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Added ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen (strictly for user storage)
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@ -126,6 +126,8 @@ Other Changes:
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- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
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- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
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- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
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- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
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- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
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- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
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- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
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(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
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- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
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- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
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- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
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- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
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- Fonts: Moved extra_fonts/ to misc/fonts/.
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- Fonts: Moved extra_fonts/ to misc/fonts/.
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12
imgui.h
12
imgui.h
@ -90,12 +90,12 @@ typedef int ImDrawListFlags; // flags: for ImDrawList
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typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
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typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
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typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
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typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
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typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
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typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
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typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
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typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
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typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
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typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
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typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
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typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
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typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
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typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
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typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
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typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
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typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
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typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
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@ -710,8 +710,8 @@ enum ImGuiKey_
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};
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};
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// [BETA] Gamepad/Keyboard directional navigation
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// [BETA] Gamepad/Keyboard directional navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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// Read instructions in imgui.cpp for more details.
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// Read instructions in imgui.cpp for more details.
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enum ImGuiNavInput_
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enum ImGuiNavInput_
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{
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{
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@ -750,7 +750,11 @@ enum ImGuiConfigFlags_
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
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ImGuiConfigFlags_NavMoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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ImGuiConfigFlags_NavMoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3 // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
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ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
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// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware.
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ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Back-end is using a touch screen instead of a mouse.
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};
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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// Enumeration for PushStyleColor() / PopStyleColor()
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@ -2211,10 +2211,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
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ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
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ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
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ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
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for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
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for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
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{
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if (ImFontConfig* cfg = &font->ConfigData[config_i])
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ImFontConfig* cfg = &font->ConfigData[config_i];
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ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
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ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
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}
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if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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{
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// Display all glyphs of the fonts in separate pages of 256 characters
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// Display all glyphs of the fonts in separate pages of 256 characters
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