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	Moved EndFrame() back to imgui_internal.h + comments. Undo cfbf06e394
				
					
				
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								imgui.h
									
									
									
									
									
								
							@@ -105,7 +105,6 @@ namespace ImGui
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    IMGUI_API ImGuiStyle&   GetStyle();
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    IMGUI_API ImDrawData*   GetDrawData();                              // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
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    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
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    IMGUI_API void          EndFrame();                                 // ends the ImGui frame. automatically called by Render()!
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    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
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    IMGUI_API void          Shutdown();
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    IMGUI_API void          ShowUserGuide();                            // help block
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@@ -114,11 +113,11 @@ namespace ImGui
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    IMGUI_API void          ShowMetricsWindow(bool* opened = NULL);     // metrics window for debugging ImGui
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    // Window
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    IMGUI_API bool          Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0);                                                   // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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    IMGUI_API bool          Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
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    IMGUI_API void          End();
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    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);  // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);          // "
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    IMGUI_API bool          Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0);                                                   // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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    IMGUI_API bool          Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // ". this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
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    IMGUI_API void          End();                                                                                                                        // finish appending to current window, pop it off the window stack.
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    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);      // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);              // "
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    IMGUI_API void          EndChild();
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    IMGUI_API ImVec2        GetContentRegionMax();                                              // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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    IMGUI_API ImVec2        GetContentRegionAvail();                                            // == GetContentRegionMax() - GetCursorPos()
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@@ -679,6 +679,8 @@ namespace ImGui
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    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);
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    IMGUI_API void          FocusWindow(ImGuiWindow* window);
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    IMGUI_API void          EndFrame();                 // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
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    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);
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    IMGUI_API void          SetHoveredID(ImGuiID id);
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    IMGUI_API void          KeepAliveID(ImGuiID id);
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