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	Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
		@@ -460,6 +460,7 @@ static inline float  ImDot(const ImVec2& a, const ImVec2& b)
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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static inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)          { return f <= -16777216 || f >= 16777216; }
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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// Helpers: Geometry
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@@ -1210,6 +1211,7 @@ struct ImGuiListClipperRange
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struct ImGuiListClipperData
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{
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    ImGuiListClipper*               ListClipper;
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    float                           LossynessOffset;
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    int                             StepNo;
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    int                             ItemsFrozen;
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    ImVector<ImGuiListClipperRange> Ranges;
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@@ -2114,6 +2116,7 @@ struct IMGUI_API ImGuiWindowTempData
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    ImVec1                  Indent;                 // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
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    ImVec1                  ColumnsOffset;          // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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    ImVec1                  GroupOffset;
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    ImVec2                  CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
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    // Keyboard/Gamepad navigation
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    ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)
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@@ -2995,7 +2998,7 @@ namespace ImGui
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    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
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    IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
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    IMGUI_API void          Scrollbar(ImGuiAxis axis);
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    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags);
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    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
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    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
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    IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
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    IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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