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Misc: Comments and shallow/small changes (merged from viewport branch to minimize branch drift).
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12
imgui.h
12
imgui.h
@ -790,9 +790,9 @@ enum ImGuiConfigFlags_
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// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
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enum ImGuiBackendFlags_
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{
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ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end has a connected gamepad.
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ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end can honor GetMouseCursor() values and change the OS cursor shape.
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ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end can honor io.WantSetMousePos and reposition the mouse (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
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ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports and has a connected gamepad.
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ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports reading GetMouseCursor() to change the OS cursor shape.
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ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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@ -1053,8 +1053,8 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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@ -1686,7 +1686,7 @@ enum ImFontAtlasFlags_
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// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
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// 3. Upload the pixels data into a texture within your graphics system.
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// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
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// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
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// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
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struct ImFontAtlas
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{
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IMGUI_API ImFontAtlas();
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