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	Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # imgui.cpp # imgui_internal.h
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							@@ -79,7 +79,7 @@ Index of this file:
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#include <assert.h>
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#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
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#endif
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#if defined(__clang__) || defined(__GNUC__)
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#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
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#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
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#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
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#else
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@@ -607,7 +607,7 @@ namespace ImGui
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    // - You can also use SameLine(pos_x) to mimic simplified columns.
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    // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
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    // - There is a maximum of 64 columns.
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    // - By end of the 2019 we will expose a new 'Table' api which will replace columns.
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    // - Currently working on new 'Tables' api which will replace columns (see GitHub #2957)
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    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
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    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
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    IMGUI_API int           GetColumnIndex();                                                   // get current column index
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@@ -1433,6 +1433,7 @@ struct ImGuiStyle
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    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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    float       CircleSegmentMaxError;      // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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    ImVec4      Colors[ImGuiCol_COUNT];
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    IMGUI_API ImGuiStyle();
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@@ -2043,6 +2044,9 @@ struct ImDrawList
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    // Primitives
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    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
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    // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). 
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    //   In future versions we will use textures to provide cheaper and higher-quality circles. 
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    //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
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    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
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    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
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    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
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@@ -2332,10 +2336,10 @@ struct ImFont
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    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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    ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
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    ImWchar                     EllipsisChar;       // 2     // out // = -1       // Character used for ellipsis rendering.
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    bool                        DirtyLookupTables;  // 1     // out //
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    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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    bool                        DirtyLookupTables;  // 1     // out //
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    // Methods
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    IMGUI_API ImFont();
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