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https://github.com/Drezil/imgui.git
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Begin: WIP consistent Begin/End behavior.
This commit is contained in:
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f4edca3e65
@ -429,8 +429,10 @@ provide similar or better string helpers.
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### Q: How can I display custom shapes? (using low-level ImDrawList API)
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- You can use the low-level `ImDrawList` api to render shapes within a window.
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```cpp
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ImGui::Begin("My shapes");
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if (!ImGui::Begin("My shapes"))
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return;
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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@ -52,7 +52,8 @@ Result:
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Code:
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```cpp
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// Create a window called "My First Tool", with a menu bar.
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ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
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if (!ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar))
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return;
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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@ -122,17 +122,21 @@ int main(int, char**)
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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#if 1
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// Enable Debugging
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io.ConfigDebugBeginReturnValue = io.KeyShift;
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#endif
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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if (ImGui::Begin("Hello, world!")) // Create a window called "Hello, world!" and append into it.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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@ -150,9 +154,9 @@ int main(int, char**)
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}
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// 3. Show another simple window.
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if (show_another_window)
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// Passing a pointer to our bool variable in the Begin() call: the window will have a closing button that will clear the bool when clicked.
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if (show_another_window && ImGui::Begin("Another Window", &show_another_window))
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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93
imgui.cpp
93
imgui.cpp
@ -1083,6 +1083,9 @@ ImGuiIO::ImGuiIO()
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ConfigWindowsMoveFromTitleBarOnly = false;
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ConfigMemoryCompactTimer = 60.0f;
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// Debug options
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ConfigDebugBeginReturnValue = false;
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// Platform Functions
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BackendPlatformName = BackendRendererName = NULL;
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BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
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@ -4107,13 +4110,27 @@ void ImGui::NewFrame()
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UpdateDebugToolItemPicker();
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// Create implicit/fallback window - which we will only render it if the user has added something to it.
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// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
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// This fallback is particularly important as it avoid ImGui:: calls from crashing.
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// - We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
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// - This fallback is particularly important as it avoid ImGui:: calls from crashing.
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// - The fallback window exceptionally doesn't call End() automatically if Begin() returns false (this is intended).
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g.WithinFrameScopeWithImplicitWindow = true;
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SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
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Begin("Debug##Default");
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IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
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// [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin() return false at different level of the window stack to validate Begin()/End() behavior in user code.
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if (g.IO.ConfigDebugBeginReturnValue)
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{
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g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
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char buf[64];
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ImFormatString(buf, IM_ARRAYSIZE(buf), "Cull depth %d", g.DebugBeginReturnValueCullDepth);
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GetForegroundDrawList()->AddText(ImVec2(0, 0), IM_COL32(255, 255, 0, 255), buf);
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}
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else
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{
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g.DebugBeginReturnValueCullDepth = -1;
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}
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CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
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}
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@ -5120,7 +5137,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
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bool ret = Begin(title, NULL, flags);
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g.Style.ChildBorderSize = backup_border_size;
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ImGuiWindow* child_window = g.CurrentWindow;
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ImGuiWindow* child_window = g.LastBeginWindow; // FIXME-NEWBEGIN
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child_window->ChildId = id;
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child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
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@ -5198,6 +5215,7 @@ void ImGui::EndChild()
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// Helper to create a child window / scrolling region that looks like a normal widget frame.
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bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
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{
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// FIXME-NEWBEGIN
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
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@ -5981,6 +5999,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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g.CurrentWindowStack.push_back(window);
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g.CurrentWindow = window;
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g.LastBeginWindow = window;
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window->DC.StackSizesOnBegin.SetToCurrentState();
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g.CurrentWindow = NULL;
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@ -6740,7 +6759,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->SkipItems = skip_items;
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}
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return !window->SkipItems;
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// FIXME-OPT
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if (window->SkipItems || g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)
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{
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// The implicit fallback is NOT automatically ended as an exception to the rule,
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// allowing it to always be able to receive commands without crashing.
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if (!window->IsFallbackWindow)
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{
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if (window->Flags & ImGuiWindowFlags_Popup)
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EndPopup();
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else if (window->Flags & ImGuiWindowFlags_ChildWindow)
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EndChild();
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else
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End();
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}
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return false;
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}
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return true;
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}
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void ImGui::End()
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@ -6751,6 +6787,34 @@ void ImGui::End()
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// Error checking: verify that user hasn't called End() too many times!
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if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
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{
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// - IMPORTANT: SINCE 1.XX (XXXX 2020): Only call a matching End() if Begin() returned true!.
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// - IMPORTANT: BEFORE 1.XX (XXXX 2020): The return value of Begin() was inconsistent with most other BeginXXX()
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// functions, and would require the user to always call End() even if Begin() returned false.
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// - When transitioning a codebase from < 1.XX to >= 1.XX, code needs to be refactored the following way:
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// Before ------------------------------------> After
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// ImGui::Begin("Hello"); if (ImGui::Begin("Hello"))
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// ImGui::Button("OK"); {
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// ImGui::End(); ImGui::Button("OK");
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// ImGui::End();
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// }
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//
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// Before ------------------------------------> After
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// if (ImGui::Begin("Hello")) if (ImGui::Begin("Hello"))
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// { {
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// ImGui::Button("OK"); ImGui::Button("OK");
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// } ImGui::End();
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// ImGui::End(); }
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//
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// Before ------------------------------------> After
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// if (!ImGui::Begin("Hello")) if (!ImGui::Begin("Hello"))
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// { return;
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// ImGui::End(); ImGui::Button("OK");
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// return; ImGui::End();
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// }
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// ImGui::Button("OK");
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// ImGui::End();
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IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
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return;
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}
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@ -8509,7 +8573,9 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt
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ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
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}
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ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
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Begin(window_name, NULL, flags | extra_flags);
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bool ret = Begin(window_name, NULL, flags | extra_flags);
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// FIXME-NEWBEGIN
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IM_ASSERT(ret);
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}
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void ImGui::EndTooltip()
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@ -8765,11 +8831,9 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
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else
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ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
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// NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
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flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
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bool is_open = Begin(name, NULL, flags);
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if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
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EndPopup();
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return is_open;
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}
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@ -8811,9 +8875,11 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
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const bool is_open = Begin(name, p_open, flags);
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if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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{
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EndPopup();
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if (is_open)
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{
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EndPopup();
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ClosePopupToLevel(g.BeginPopupStack.Size, true);
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}
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return false;
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}
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return is_open;
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@ -10188,7 +10254,10 @@ void ImGui::NavUpdateWindowingOverlay()
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SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
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SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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bool ret = Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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PopStyleVar();
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if (!ret)
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return;
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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{
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ImGuiWindow* window = g.WindowsFocusOrder[n];
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@ -10200,7 +10269,6 @@ void ImGui::NavUpdateWindowingOverlay()
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Selectable(label, g.NavWindowingTarget == window);
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}
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End();
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PopStyleVar();
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}
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@ -15680,10 +15748,7 @@ static void MetricsHelpMarker(const char* desc)
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void ImGui::ShowMetricsWindow(bool* p_open)
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{
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if (!Begin("Dear ImGui Metrics/Debugger", p_open))
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{
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End();
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return;
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}
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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21
imgui.h
21
imgui.h
@ -68,6 +68,9 @@ Index of this file:
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#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
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#define IMGUI_HAS_DOCK 1 // Docking WIP branch
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// Features
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#define IMGUI_HAS_NEWBEGIN 1
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
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@ -297,10 +300,10 @@ namespace ImGui
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// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
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// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
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// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
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// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
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// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
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// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
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// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
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// anything to the window.
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// - IMPORTANT: SINCE 1.XX (XXXX 2020): Only call a matching End() if Begin() returned true!.
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// - IMPORTANT: BEFORE 1.XX (XXXX 2020): The return value of Begin() was inconsistent with most other BeginXXX()
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// functions, and would require the user to always call End() even if Begin() returned false.
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// - Note that the bottom of window stack always contains a window called "Debug".
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
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IMGUI_API void End();
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@ -309,10 +312,9 @@ namespace ImGui
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// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
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// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
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// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
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// Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
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// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
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// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
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// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
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// - IMPORTANT: SINCE 1.XX (XXXX 2020): Only call a matching EndChild() if BeginChild() returned true!.
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// - IMPORTANT: BEFORE 1.XX (XXXX 2020): The return value of BeginChild() was inconsistent with most other BeginXXX()
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// functions, and would require the user to always call EndChild() even if BeginChild() returned false. This has been changed.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API void EndChild();
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@ -1821,6 +1823,9 @@ struct ImGuiIO
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bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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float ConfigMemoryCompactTimer; // = 60.0f // [BETA] Free transient windows/tables memory buffers when unused for given amount of time. Set to -1.0f to disable.
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// Debug options
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bool ConfigDebugBeginReturnValue; // = false // When set, some calls to Begin() will return false to facilitate testing and transitioning to 1.78 Begin()/End() pairing behavior. Will cycle through each unique window depth then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering. Your code will assert in End() if calling End() incorrectly.
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//------------------------------------------------------------------
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// Platform Functions
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// (the imgui_impl_xxxx backend files are setting those up for you)
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942
imgui_demo.cpp
942
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
@ -1438,6 +1438,7 @@ struct ImGuiContext
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiDockNode* HoveredDockNode; // Hovered dock node.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* LastBeginWindow; // Track the last window we called Begin() on, this is used to easily access it even if Begin() returned false.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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@ -1640,6 +1641,7 @@ struct ImGuiContext
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// Debug Tools
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bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
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ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
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int DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around.
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ImGuiMetricsConfig DebugMetricsConfig;
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// Misc
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@ -1675,6 +1677,7 @@ struct ImGuiContext
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HoveredWindowUnderMovingWindow = NULL;
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HoveredDockNode = NULL;
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MovingWindow = NULL;
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LastBeginWindow = NULL;
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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@ -1793,6 +1796,7 @@ struct ImGuiContext
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DebugItemPickerActive = false;
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DebugItemPickerBreakId = 0;
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DebugBeginReturnValueCullDepth = -1;
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memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
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FramerateSecPerFrameIdx = 0;
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@ -1627,7 +1627,6 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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PopStyleVar();
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if (!ret)
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{
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EndPopup();
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IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
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return false;
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}
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@ -3838,7 +3837,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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PopStyleColor();
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if (!child_visible)
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{
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EndChild();
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EndGroup();
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return false;
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}
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@ -6133,8 +6131,8 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
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if (label_size.x > 0)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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BeginChildFrame(id, frame_bb.GetSize());
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return true;
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// FIXME-NEWBEGIN
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return BeginChildFrame(id, frame_bb.GetSize());
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}
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// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
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@ -6568,10 +6566,7 @@ bool ImGui::BeginMainMenuBar()
|
||||
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
||||
if (!is_open)
|
||||
{
|
||||
End();
|
||||
return false;
|
||||
}
|
||||
return true; //-V1020
|
||||
}
|
||||
|
||||
|
@ -104,7 +104,8 @@ struct FreeTypeTest
|
||||
// Call to draw interface
|
||||
void ShowFreetypeOptionsWindow()
|
||||
{
|
||||
ImGui::Begin("FreeType Options");
|
||||
if (!ImGui::Begin("FreeType Options"))
|
||||
return;
|
||||
ImGui::ShowFontSelector("Fonts");
|
||||
WantRebuild |= ImGui::RadioButton("FreeType", (int*)&BuildMode, FontBuildMode_FreeType);
|
||||
ImGui::SameLine();
|
||||
|
Loading…
Reference in New Issue
Block a user