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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp
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@ -314,6 +314,7 @@ enum ImGuiInputReadMode
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_None = 0,
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
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@ -322,6 +323,7 @@ enum ImGuiNavHighlightFlags_
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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@ -329,6 +331,7 @@ enum ImGuiNavDirSourceFlags_
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_None = 0,
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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@ -1041,7 +1044,7 @@ struct IMGUI_API ImGuiWindow
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bool WasActive;
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bool WriteAccessed; // Set to true when any widget access the current window
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bool Collapsed; // Set when collapsing window to become only title-bar
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bool CollapseToggleWanted;
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bool WantCollapseToggle;
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bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
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bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
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bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
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@ -1233,7 +1236,7 @@ namespace ImGui
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// Render helpers
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// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
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// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
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// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
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IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
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IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
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@ -1241,13 +1244,16 @@ namespace ImGui
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IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
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IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
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IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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IMGUI_API void RenderBullet(ImVec2 pos);
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IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
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IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
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IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
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// Render helpers (those functions don't access any ImGui state!)
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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// Widgets
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IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
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IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
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