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Viewports: Renamed GetRect() to GetMainRect() in prevision for work rect. Comments
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14
imgui.h
14
imgui.h
@ -716,7 +716,7 @@ namespace ImGui
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Inputs Utilities: Keyboard
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// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
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// - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[].
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// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
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@ -2479,15 +2479,17 @@ struct ImGuiViewport
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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// Our design separate the Renderer and Platform back-ends to facilitate combining default back-ends with each others.
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// When our create your own back-end for a custom engine, it is possible that both Renderer and Platform will be handled by the same system and you may not need to use all the UserData/Handle fields.
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.).
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context).
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
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void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
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bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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};
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