mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_osx.h # examples/imgui_impl_osx.mm # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
This commit is contained in:
105
imgui.cpp
105
imgui.cpp
@ -3119,7 +3119,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx)
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// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
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// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
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// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
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// may see different structures thanwhat imgui.cpp sees, which is problematic.
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// may see different structures than what imgui.cpp sees, which is problematic.
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// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
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bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
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{
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@ -3379,7 +3379,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
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window->Pos += delta;
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window->ClipRect.Translate(delta);
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window->OuterRectClipped.Translate(delta);
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window->InnerMainRect.Translate(delta);
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window->InnerVisibleRect.Translate(delta);
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window->DC.CursorPos += delta;
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window->DC.CursorStartPos += delta;
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window->DC.CursorMaxPos += delta;
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@ -3686,6 +3686,13 @@ void ImGui::NewFrame()
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virtual_space.Add(g.Viewports[n]->GetRect());
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g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y);
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g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
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g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
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if (g.Style.AntiAliasedLines)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
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if (g.Style.AntiAliasedFill)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
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for (int n = 0; n < g.Viewports.Size; n++)
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@ -3989,19 +3996,28 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
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return;
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}
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly.
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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// May trigger for you if you are using PrimXXX functions incorrectly.
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IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
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IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
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// If this assert triggers because you are drawing lots of stuff manually:
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// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
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// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
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// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
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// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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// Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
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// C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
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// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
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// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
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// - If you want large meshes with more than 64K vertices, you can either:
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// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'.
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// Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
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// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
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// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
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// Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time:
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// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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// Your own engine or render API may use different parameters or function calls to specify index sizes.
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// 2 and 4 bytes indices are generally supported by most graphics API.
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// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
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// the 64K limit to split your draw commands in multiple draw lists.
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if (sizeof(ImDrawIdx) == 2)
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IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
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@ -6021,10 +6037,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
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// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
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window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
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window->InnerVisibleRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
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window->InnerVisibleRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
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window->InnerVisibleRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize);
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window->InnerVisibleRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize);
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// Outer host rectangle for drawing background and borders
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ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
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@ -6038,10 +6054,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Inner work/clipping rectangle will extend a little bit outside the work region.
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// This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
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// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
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window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
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window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
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window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerVisibleRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerVisibleRect.Min.y);
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window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerVisibleRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize)));
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window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerVisibleRect.Max.y);
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window->InnerWorkRectClipped = window->InnerWorkRect;
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window->InnerWorkRectClipped.ClipWithFull(host_rect);
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@ -6049,7 +6065,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Setup draw list and outer clipping rectangle
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window->DrawList->Clear();
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window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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PushClipRect(host_rect.Min, host_rect.Max, false);
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@ -8495,7 +8510,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
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ImRect window_rect(window->InnerVisibleRect.Min - ImVec2(1, 1), window->InnerVisibleRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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@ -8769,7 +8784,7 @@ static void ImGui::NavUpdate()
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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{
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ImGuiWindow* window = g.NavWindow;
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ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
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ImRect window_rect_rel(window->InnerVisibleRect.Min - window->Pos - ImVec2(1,1), window->InnerVisibleRect.Max - window->Pos + ImVec2(1,1));
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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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float pad = window->CalcFontSize() * 0.5f;
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@ -8870,14 +8885,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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{
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// Fallback manual-scroll when window has no navigable item
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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SetWindowScrollY(window, window->Scroll.y - window->InnerMainRect.GetHeight());
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SetWindowScrollY(window, window->Scroll.y - window->InnerVisibleRect.GetHeight());
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else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
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SetWindowScrollY(window, window->Scroll.y + window->InnerMainRect.GetHeight());
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SetWindowScrollY(window, window->Scroll.y + window->InnerVisibleRect.GetHeight());
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}
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else
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{
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const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
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const float page_offset_y = ImMax(0.0f, window->InnerMainRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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const float page_offset_y = ImMax(0.0f, window->InnerVisibleRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
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float nav_scoring_rect_offset_y = 0.0f;
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if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
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{
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@ -14398,13 +14413,13 @@ void ImGui::ShowViewportThumbnails()
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void ImGui::ShowMetricsWindow(bool* p_open)
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{
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if (!ImGui::Begin("ImGui Metrics", p_open))
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if (!ImGui::Begin("Dear ImGui Metrics", p_open))
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{
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ImGui::End();
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return;
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}
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enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect };
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enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerVisibleRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect };
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static bool show_windows_begin_order = false;
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static bool show_windows_rects = false;
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static int show_windows_rect_type = RT_InnerWorkRect;
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@ -14420,6 +14435,18 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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struct Funcs
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{
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static ImRect GetRect(ImGuiWindow* window, int rect_type)
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{
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if (rect_type == RT_OuterRect) { return window->Rect(); }
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else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; }
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else if (rect_type == RT_InnerVisibleRect) { return window->InnerVisibleRect; }
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else if (rect_type == RT_InnerWorkRect) { return window->InnerWorkRect; }
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else if (rect_type == RT_InnerWorkRectClipped) { return window->InnerWorkRectClipped; }
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else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; }
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IM_ASSERT(0);
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return ImRect();
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}
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static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
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{
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bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
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@ -14448,9 +14475,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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continue;
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}
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()),
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"Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
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pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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char buf[300];
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ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
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pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
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if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered())
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{
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ImRect clip_rect = pcmd->ClipRect;
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@ -14464,11 +14492,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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continue;
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// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
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ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset);
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ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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while (clipper.Step())
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for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
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{
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char buf[300];
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char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
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ImVec2 triangles_pos[3];
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for (int n = 0; n < 3; n++, idx_i++)
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@ -14477,7 +14505,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
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triangles_pos[n] = v.pos;
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buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
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(n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
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(n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
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}
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ImGui::Selectable(buf, false);
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if (fg_draw_list && ImGui::IsItemHovered())
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@ -14639,7 +14667,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
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show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0");
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show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerVisibleRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0");
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if (show_windows_rects && g.NavWindow)
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{
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ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type);
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ImGui::BulletText("'%s': (%.1f,%.1f) (%.1f,%.1f) Size (%.1f,%.1f)", g.NavWindow->Name, r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight());
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}
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ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects);
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ImGui::TreePop();
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}
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@ -14654,13 +14687,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImDrawList* draw_list = GetForegroundDrawList(window);
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if (show_windows_rects)
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{
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ImRect r;
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if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); }
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else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; }
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else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; }
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else if (show_windows_rect_type == RT_InnerWorkRect) { r = window->InnerWorkRect; }
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else if (show_windows_rect_type == RT_InnerWorkRectClipped) { r = window->InnerWorkRectClipped; }
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else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; }
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ImRect r = Funcs::GetRect(window, show_windows_rect_type);
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draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
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}
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if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
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