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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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@@ -417,7 +417,7 @@ struct ImGuiState
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    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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					    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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    float                   DragSpeedScaleSlow;
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					    float                   DragSpeedScaleSlow;
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    float                   DragSpeedScaleFast;
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					    float                   DragSpeedScaleFast;
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    ImVec2                  ScrollbarClickDeltaToGrabCenter;   // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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					    ImVec2                  ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?
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    char                    Tooltip[1024];
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					    char                    Tooltip[1024];
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    char*                   PrivateClipboard;                   // If no custom clipboard handler is defined
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					    char*                   PrivateClipboard;                   // If no custom clipboard handler is defined
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    ImVec2                  OsImePosRequest, OsImePosSet;       // Cursor position request & last passed to the OS Input Method Editor
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					    ImVec2                  OsImePosRequest, OsImePosSet;       // Cursor position request & last passed to the OS Input Method Editor
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