mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-23 23:31:08 +01:00
Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
+ Misc typo fix.
This commit is contained in:
parent
591a18a9c4
commit
1b61d55079
@ -21,6 +21,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
|
||||||
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
||||||
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
|
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
|
||||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||||
@ -110,6 +111,7 @@
|
|||||||
struct ImGui_ImplSDL2_Data
|
struct ImGui_ImplSDL2_Data
|
||||||
{
|
{
|
||||||
SDL_Window* Window;
|
SDL_Window* Window;
|
||||||
|
Uint32 WindowID;
|
||||||
SDL_Renderer* Renderer;
|
SDL_Renderer* Renderer;
|
||||||
Uint64 Time;
|
Uint64 Time;
|
||||||
char* ClipboardTextData;
|
char* ClipboardTextData;
|
||||||
@ -306,6 +308,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|||||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||||
|
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
||||||
|
}
|
||||||
|
|
||||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
@ -321,7 +329,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
{
|
{
|
||||||
case SDL_MOUSEMOTION:
|
case SDL_MOUSEMOTION:
|
||||||
{
|
{
|
||||||
if (event->motion.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||||
@ -330,7 +338,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_MOUSEWHEEL:
|
case SDL_MOUSEWHEEL:
|
||||||
{
|
{
|
||||||
if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||||
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||||||
@ -350,7 +358,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
case SDL_MOUSEBUTTONDOWN:
|
case SDL_MOUSEBUTTONDOWN:
|
||||||
case SDL_MOUSEBUTTONUP:
|
case SDL_MOUSEBUTTONUP:
|
||||||
{
|
{
|
||||||
if (event->button.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
int mouse_button = -1;
|
int mouse_button = -1;
|
||||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||||
@ -367,7 +375,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_TEXTINPUT:
|
case SDL_TEXTINPUT:
|
||||||
{
|
{
|
||||||
if (event->text.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
io.AddInputCharactersUTF8(event->text.text);
|
io.AddInputCharactersUTF8(event->text.text);
|
||||||
return true;
|
return true;
|
||||||
@ -375,7 +383,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
case SDL_KEYDOWN:
|
case SDL_KEYDOWN:
|
||||||
case SDL_KEYUP:
|
case SDL_KEYUP:
|
||||||
{
|
{
|
||||||
if (event->key.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||||
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||||||
@ -385,7 +393,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_WINDOWEVENT:
|
case SDL_WINDOWEVENT:
|
||||||
{
|
{
|
||||||
if (event->window.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||||
// - However we won't get a correct LEAVE event for a captured window.
|
// - However we won't get a correct LEAVE event for a captured window.
|
||||||
@ -445,6 +453,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
bd->Window = window;
|
bd->Window = window;
|
||||||
|
bd->WindowID = SDL_GetWindowID(window);
|
||||||
bd->Renderer = renderer;
|
bd->Renderer = renderer;
|
||||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||||
|
|
||||||
|
@ -21,6 +21,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
|
||||||
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
|
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
|
||||||
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
|
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
|
||||||
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
|
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
|
||||||
@ -80,6 +81,7 @@
|
|||||||
struct ImGui_ImplSDL3_Data
|
struct ImGui_ImplSDL3_Data
|
||||||
{
|
{
|
||||||
SDL_Window* Window;
|
SDL_Window* Window;
|
||||||
|
SDL_WindowID WindowID;
|
||||||
SDL_Renderer* Renderer;
|
SDL_Renderer* Renderer;
|
||||||
Uint64 Time;
|
Uint64 Time;
|
||||||
char* ClipboardTextData;
|
char* ClipboardTextData;
|
||||||
@ -292,6 +294,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
|||||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||||
|
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
|
||||||
|
}
|
||||||
|
|
||||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||||
@ -307,7 +316,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
{
|
{
|
||||||
case SDL_EVENT_MOUSE_MOTION:
|
case SDL_EVENT_MOUSE_MOTION:
|
||||||
{
|
{
|
||||||
if (event->motion.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||||
@ -316,7 +325,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_EVENT_MOUSE_WHEEL:
|
case SDL_EVENT_MOUSE_WHEEL:
|
||||||
{
|
{
|
||||||
if (event->wheel.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||||
float wheel_x = -event->wheel.x;
|
float wheel_x = -event->wheel.x;
|
||||||
@ -331,7 +340,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
||||||
case SDL_EVENT_MOUSE_BUTTON_UP:
|
case SDL_EVENT_MOUSE_BUTTON_UP:
|
||||||
{
|
{
|
||||||
if (event->button.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
int mouse_button = -1;
|
int mouse_button = -1;
|
||||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||||
@ -348,7 +357,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_EVENT_TEXT_INPUT:
|
case SDL_EVENT_TEXT_INPUT:
|
||||||
{
|
{
|
||||||
if (event->text.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
io.AddInputCharactersUTF8(event->text.text);
|
io.AddInputCharactersUTF8(event->text.text);
|
||||||
return true;
|
return true;
|
||||||
@ -356,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
case SDL_EVENT_KEY_DOWN:
|
case SDL_EVENT_KEY_DOWN:
|
||||||
case SDL_EVENT_KEY_UP:
|
case SDL_EVENT_KEY_UP:
|
||||||
{
|
{
|
||||||
if (event->key.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
|
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
|
||||||
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
|
||||||
@ -367,7 +376,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
}
|
}
|
||||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||||
{
|
{
|
||||||
if (event->window.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
bd->MouseWindowID = event->window.windowID;
|
bd->MouseWindowID = event->window.windowID;
|
||||||
bd->MousePendingLeaveFrame = 0;
|
bd->MousePendingLeaveFrame = 0;
|
||||||
@ -379,21 +388,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
|||||||
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
||||||
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
||||||
{
|
{
|
||||||
if (event->window.windowID != SDL_GetWindowID(bd->Window))
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||||
if (event->window.windowID != SDL_GetWindowID(bd->Window))
|
|
||||||
return false;
|
|
||||||
io.AddFocusEvent(true);
|
|
||||||
return true;
|
|
||||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||||
if (event->window.windowID != SDL_GetWindowID(bd->Window))
|
{
|
||||||
|
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
|
||||||
return false;
|
return false;
|
||||||
io.AddFocusEvent(false);
|
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
|
||||||
return true;
|
return true;
|
||||||
|
}
|
||||||
case SDL_EVENT_GAMEPAD_ADDED:
|
case SDL_EVENT_GAMEPAD_ADDED:
|
||||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||||
{
|
{
|
||||||
@ -441,6 +448,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
|||||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
bd->Window = window;
|
bd->Window = window;
|
||||||
|
bd->WindowID = SDL_GetWindowID(window);
|
||||||
bd->Renderer = renderer;
|
bd->Renderer = renderer;
|
||||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||||
|
|
||||||
|
@ -50,6 +50,7 @@ Other changes:
|
|||||||
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
|
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
|
||||||
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
|
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
|
||||||
provide a way to do a portable sleep. (#7844)
|
provide a way to do a portable sleep. (#7844)
|
||||||
|
- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
|
||||||
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
|
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
|
||||||
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
|
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
|
||||||
|
|
||||||
|
2
imgui.h
2
imgui.h
@ -3385,7 +3385,7 @@ struct ImFontAtlas
|
|||||||
struct ImFont
|
struct ImFont
|
||||||
{
|
{
|
||||||
// Members: Hot ~20/24 bytes (for CalcTextSize)
|
// Members: Hot ~20/24 bytes (for CalcTextSize)
|
||||||
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
|
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
|
||||||
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
|
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
|
||||||
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
|
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user