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Tweaks, more consistent #define names
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16
imconfig.h
16
imconfig.h
@ -4,18 +4,22 @@
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#pragma once
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// Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
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//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
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//#include <vector>
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//#define ImVector std::vector
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//#define ImVector MyVector
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// Define assertion handler. Default to calling assert().
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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// Tell ImGui to not implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
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//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
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//#define IMGUI_DONT_IMPLEMENT_WINDOWS_CLIPBOARD_FUNCTIONS
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// Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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//---- If you are loading a custom font, ImGui expect to find a pure white pixel at (0,0)
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// Change it's UV coordinate here if you can't have a white pixel at (0,0)
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//#define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f/256.f,0.f/256.f)
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//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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@ -26,8 +30,8 @@
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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// Freely implement extra functions within the ImGui:: namespace.
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// e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
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//---- Freely implement extra functions within the ImGui:: namespace.
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//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
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/*
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namespace ImGui
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{
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@ -101,7 +101,7 @@
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- if you want to use a different font than the default
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- create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight
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- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMDRAW_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
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- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMGUI_FONT_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
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- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
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- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
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@ -4703,7 +4703,7 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
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{
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vtx_write->pos = pos;
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vtx_write->col = col;
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vtx_write->uv = IMDRAW_TEX_UV_FOR_WHITE;
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vtx_write->uv = IMGUI_FONT_TEX_UV_FOR_WHITE;
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vtx_write++;
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}
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