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Minor comments, tweaks
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7
imgui.h
7
imgui.h
@ -158,7 +158,7 @@ namespace ImGui
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API ImGuiStorage* GetStateStorage();
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@ -948,7 +948,7 @@ struct ImGuiTextBuffer
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IMGUI_API void appendv(const char* fmt, va_list args);
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IMGUI_API void appendv(const char* fmt, va_list args);
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};
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};
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// Helper: Key->value storage
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// Helper: Simple Key->value storage
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// - Store collapse state for a tree (Int 0/1)
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// - Store collapse state for a tree (Int 0/1)
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// - Store color edit options (Int using values in ImGuiColorEditMode enum).
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// - Store color edit options (Int using values in ImGuiColorEditMode enum).
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// - Custom user storage for temporary values.
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// - Custom user storage for temporary values.
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@ -956,6 +956,7 @@ struct ImGuiTextBuffer
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// Declare your own storage if:
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// Declare your own storage if:
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// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
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// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
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// - You want to store custom debug data easily without adding or editing structures in your code.
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// - You want to store custom debug data easily without adding or editing structures in your code.
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// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
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struct ImGuiStorage
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struct ImGuiStorage
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{
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{
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struct Pair
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struct Pair
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@ -970,7 +971,7 @@ struct ImGuiStorage
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Set***() functions find pair, insertion on demand if missing.
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// - Set***() functions find pair, insertion on demand if missing.
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// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
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// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
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IMGUI_API void Clear();
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IMGUI_API void Clear();
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API void SetInt(ImGuiID key, int val);
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@ -1030,9 +1030,11 @@ void ImGui::ShowTestWindow(bool* p_open)
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static bool track = true;
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static bool track = true;
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static int track_line = 50, scroll_to_px = 200;
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static int track_line = 50, scroll_to_px = 200;
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ImGui::Checkbox("Track", &track);
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ImGui::Checkbox("Track", &track);
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ImGui::PushItemWidth(100);
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ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
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ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
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bool scroll_to = ImGui::Button("Scroll To");
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bool scroll_to = ImGui::Button("Scroll To");
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ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
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ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
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ImGui::PopItemWidth();
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if (scroll_to) track = false;
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if (scroll_to) track = false;
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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@ -378,7 +378,7 @@ struct ImGuiState
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
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ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
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ImVector<ImGuiIniData> Settings; // .ini Settings
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ImVector<ImGuiIniData> Settings; // .ini Settings
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float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
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float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
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ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
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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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ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
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