Updated ImGui.
This commit is contained in:
Родитель
0190e5543d
Коммит
6e454877d3
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@ -510,11 +510,11 @@
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Q: How can I easily use icons in my application?
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Q: How can I easily use icons in my application?
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A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your
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A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your
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strings. Read 'How can I load multiple fonts?' and the file 'extra_fonts/README.txt' for instructions and useful header files.
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strings. Read 'How can I load multiple fonts?' and the file 'misc/fonts/README.txt' for instructions and useful header files.
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Q: How can I load multiple fonts?
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Q: How can I load multiple fonts?
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A: Use the font atlas to pack them into a single texture:
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A: Use the font atlas to pack them into a single texture:
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(Read extra_fonts/README.txt and the code in ImFontAtlas for more details.)
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(Read misc/fonts/README.txt and the code in ImFontAtlas for more details.)
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font0 = io.Fonts->AddFontDefault();
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ImFont* font0 = io.Fonts->AddFontDefault();
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@ -672,7 +672,6 @@ static void MarkIniSettingsDirty(ImGuiWindow* window);
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static ImRect GetViewportRect();
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static ImRect GetViewportRect();
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static void CloseInactivePopups(ImGuiWindow* ref_window);
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static void ClosePopupToLevel(int remaining);
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static void ClosePopupToLevel(int remaining);
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static ImGuiWindow* GetFrontMostModalRootWindow();
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static ImGuiWindow* GetFrontMostModalRootWindow();
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@ -2552,7 +2551,7 @@ void ImGui::NewFrame()
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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g.CurrentWindowStack.resize(0);
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g.CurrentWindowStack.resize(0);
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g.CurrentPopupStack.resize(0);
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g.CurrentPopupStack.resize(0);
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CloseInactivePopups(g.NavWindow);
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ClosePopupsOverWindow(g.NavWindow);
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// Create implicit window - we will only render it if the user has added something to it.
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// Create implicit window - 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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// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
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@ -3003,7 +3002,7 @@ void ImGui::EndFrame()
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}
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}
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// With right mouse button we close popups without changing focus
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// With right mouse button we close popups without changing focus
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// (The left mouse button path calls FocusWindow which will lead NewFrame->CloseInactivePopups to trigger)
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// (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
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if (g.IO.MouseClicked[1])
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if (g.IO.MouseClicked[1])
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{
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{
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// Find the top-most window between HoveredWindow and the front most Modal Window.
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// Find the top-most window between HoveredWindow and the front most Modal Window.
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@ -3020,7 +3019,7 @@ void ImGui::EndFrame()
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if (window == g.HoveredWindow)
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if (window == g.HoveredWindow)
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hovered_window_above_modal = true;
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hovered_window_above_modal = true;
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}
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}
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CloseInactivePopups(hovered_window_above_modal ? g.HoveredWindow : modal);
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ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
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}
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}
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}
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}
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}
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}
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@ -3775,7 +3774,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
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else
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else
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g.OpenPopupStack[current_stack_size] = popup_ref;
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g.OpenPopupStack[current_stack_size] = popup_ref;
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// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by CloseInactivePopups().
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// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
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// This is equivalent to what ClosePopupToLevel() does.
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// This is equivalent to what ClosePopupToLevel() does.
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//if (g.OpenPopupStack[current_stack_size].PopupId == id)
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//if (g.OpenPopupStack[current_stack_size].PopupId == id)
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// FocusWindow(parent_window);
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// FocusWindow(parent_window);
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@ -3788,7 +3787,7 @@ void ImGui::OpenPopup(const char* str_id)
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OpenPopupEx(g.CurrentWindow->GetID(str_id));
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OpenPopupEx(g.CurrentWindow->GetID(str_id));
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}
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}
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static void CloseInactivePopups(ImGuiWindow* ref_window)
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void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.OpenPopupStack.empty())
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if (g.OpenPopupStack.empty())
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@ -5164,7 +5163,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.Windows.back() == window)
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ImGuiWindow* current_front_window = g.Windows.back();
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if (current_front_window == window || current_front_window->RootWindow == window)
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return;
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return;
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
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if (g.Windows[i] == window)
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if (g.Windows[i] == window)
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@ -6462,12 +6462,13 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
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// Render
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// Render
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
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const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
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const ImVec2 center = bb.GetCenter();
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ImVec2 center = bb.GetCenter();
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window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12);
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window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12);
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const float cross_extent = (radius * 0.7071f) - 1.0f;
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const float cross_extent = (radius * 0.7071f) - 1.0f;
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if (hovered)
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if (hovered)
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{
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{
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center -= ImVec2(0.5f, 0.5f);
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window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), GetColorU32(ImGuiCol_Text));
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window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), GetColorU32(ImGuiCol_Text));
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window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), GetColorU32(ImGuiCol_Text));
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window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), GetColorU32(ImGuiCol_Text));
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}
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}
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@ -6574,8 +6575,9 @@ void ImGui::LogToTTY(int max_depth)
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return;
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return;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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g.LogEnabled = true;
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IM_ASSERT(g.LogFile == NULL);
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g.LogFile = stdout;
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g.LogFile = stdout;
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g.LogEnabled = true;
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g.LogStartDepth = window->DC.TreeDepth;
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g.LogStartDepth = window->DC.TreeDepth;
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if (max_depth >= 0)
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if (max_depth >= 0)
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g.LogAutoExpandMaxDepth = max_depth;
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g.LogAutoExpandMaxDepth = max_depth;
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@ -6596,6 +6598,7 @@ void ImGui::LogToFile(int max_depth, const char* filename)
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return;
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return;
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}
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}
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IM_ASSERT(g.LogFile == NULL);
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g.LogFile = ImFileOpen(filename, "ab");
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g.LogFile = ImFileOpen(filename, "ab");
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if (!g.LogFile)
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if (!g.LogFile)
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{
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{
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@ -6616,8 +6619,9 @@ void ImGui::LogToClipboard(int max_depth)
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return;
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return;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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g.LogEnabled = true;
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IM_ASSERT(g.LogFile == NULL);
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g.LogFile = NULL;
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g.LogFile = NULL;
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g.LogEnabled = true;
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g.LogStartDepth = window->DC.TreeDepth;
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g.LogStartDepth = window->DC.TreeDepth;
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if (max_depth >= 0)
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if (max_depth >= 0)
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g.LogAutoExpandMaxDepth = max_depth;
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g.LogAutoExpandMaxDepth = max_depth;
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@ -6630,7 +6634,6 @@ void ImGui::LogFinish()
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return;
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return;
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LogText(IM_NEWLINE);
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LogText(IM_NEWLINE);
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g.LogEnabled = false;
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if (g.LogFile != NULL)
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if (g.LogFile != NULL)
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{
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{
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if (g.LogFile == stdout)
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if (g.LogFile == stdout)
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@ -6644,6 +6647,7 @@ void ImGui::LogFinish()
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SetClipboardText(g.LogClipboard->begin());
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SetClipboardText(g.LogClipboard->begin());
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g.LogClipboard->clear();
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g.LogClipboard->clear();
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}
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}
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g.LogEnabled = false;
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}
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}
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// Helper to display logging buttons
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// Helper to display logging buttons
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@ -841,28 +841,30 @@ enum ImGuiCond_
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#endif
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#endif
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};
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};
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// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
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// During the frame, prefer using ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
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struct ImGuiStyle
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struct ImGuiStyle
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{
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{
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float Alpha; // Global alpha applies to everything in ImGui
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float Alpha; // Global alpha applies to everything in ImGui.
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ImVec2 WindowPadding; // Padding within a window
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ImVec2 WindowPadding; // Padding within a window.
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
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float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
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float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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ImVec2 WindowMinSize; // Minimum window size
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ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
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ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
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ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
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float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
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float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
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float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
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float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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float PopupRounding; // Radius of popup window corners rounding.
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float PopupRounding; // Radius of popup window corners rounding.
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float PopupBorderSize; // Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
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float PopupBorderSize; // Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly)
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float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
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ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
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ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
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ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
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ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
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ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
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float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
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float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
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float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
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float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
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float ScrollbarRounding; // Radius of grab corners for scrollbar
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float ScrollbarRounding; // Radius of grab corners for scrollbar.
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
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float ViewId;
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float ViewId;
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float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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@ -1051,9 +1051,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (ImGui::TreeNode("Child regions"))
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if (ImGui::TreeNode("Child regions"))
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{
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{
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static bool disable_mouse_wheel = false;
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static bool disable_mouse_wheel = false;
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static bool disable_menu = false;
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ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
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ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
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ImGui::Checkbox("Disable Menu", &disable_menu);
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ImGui::Text("Without border");
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static int line = 50;
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static int line = 50;
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bool goto_line = ImGui::Button("Goto");
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bool goto_line = ImGui::Button("Goto");
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ImGui::SameLine();
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ImGui::SameLine();
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@ -1080,8 +1081,16 @@ void ImGui::ShowDemoWindow(bool* p_open)
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// Child 2: rounded border
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// Child 2: rounded border
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{
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{
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ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
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ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0));
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ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar));
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ImGui::Text("With border");
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if (!disable_menu && ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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{
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ShowExampleMenuFile();
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::Columns(2);
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ImGui::Columns(2);
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for (int i = 0; i < 100; i++)
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for (int i = 0; i < 100; i++)
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{
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{
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@ -2010,7 +2019,7 @@ void ImGui::ShowFontSelector(const char* label)
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ShowHelpMarker(
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ShowHelpMarker(
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"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
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"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
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"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
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"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
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"- Read FAQ and documentation in extra_fonts/ for more details.\n"
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"- Read FAQ and documentation in misc/fonts/ for more details.\n"
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"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
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"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
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}
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}
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@ -2137,7 +2146,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
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if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
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{
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{
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// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
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// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
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// Read the FAQ and extra_fonts/README.txt about using icon fonts. It's really easy and super convenient!
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// Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
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ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
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ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
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ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
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ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
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}
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}
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@ -1486,7 +1486,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
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return new_font_cfg.DstFont;
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return new_font_cfg.DstFont;
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}
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}
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// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
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// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
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||||||
static unsigned int stb_decompress_length(unsigned char *input);
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static unsigned int stb_decompress_length(unsigned char *input);
|
||||||
static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
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static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
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||||||
static const char* GetDefaultCompressedFontDataTTFBase85();
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static const char* GetDefaultCompressedFontDataTTFBase85();
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||||||
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@ -2700,7 +2700,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||||
// DEFAULT FONT DATA
|
// DEFAULT FONT DATA
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Compressed with stb_compress() then converted to a C array.
|
// Compressed with stb_compress() then converted to a C array.
|
||||||
// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
|
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
|
||||||
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
|
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
@ -894,6 +894,7 @@ namespace ImGui
|
||||||
|
|
||||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||||
IMGUI_API void ClosePopup(ImGuiID id);
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IMGUI_API void ClosePopup(ImGuiID id);
|
||||||
|
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
|
||||||
IMGUI_API bool IsPopupOpen(ImGuiID id);
|
IMGUI_API bool IsPopupOpen(ImGuiID id);
|
||||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
||||||
|
|
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