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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_vulkan/main.cpp # imgui.cpp
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13
imgui.h
13
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.81
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// dear imgui, v1.82 WIP
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// (headers)
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// Help:
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@ -60,8 +60,8 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.81"
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#define IMGUI_VERSION_NUM 18100
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#define IMGUI_VERSION "1.82 WIP"
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#define IMGUI_VERSION_NUM 18101
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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@ -711,7 +711,7 @@ namespace ImGui
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// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
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// some advanced use cases (e.g. adding custom widgets in header row).
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// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0);
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IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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@ -721,7 +721,7 @@ namespace ImGui
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// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
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// wastefully sort your data every frame!
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// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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// Tables: Miscellaneous functions
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// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
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IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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@ -1795,7 +1795,7 @@ struct ImGuiStyle
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bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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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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float CircleTessellationMaxError; // 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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@ -2565,6 +2565,7 @@ struct ImDrawList
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IMGUI_API void _OnChangedClipRect();
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IMGUI_API void _OnChangedTextureID();
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IMGUI_API void _OnChangedVtxOffset();
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IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
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};
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// All draw data to render a Dear ImGui frame
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