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imgui.h
10
imgui.h
@ -864,7 +864,7 @@ struct ImGuiIO
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
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//------------------------------------------------------------------
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// [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
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// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
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@ -1379,12 +1379,12 @@ struct ImFontAtlas
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// Build atlas, retrieve pixel data.
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// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
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// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
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// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
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// Pitch = Width * BytesPerPixels
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IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
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IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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void SetTexID(ImTextureID id) { TexID = id; }
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void SetTexID(ImTextureID id) { TexID = id; }
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//-------------------------------------------
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// Glyph Ranges
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@ -1434,7 +1434,7 @@ struct ImFontAtlas
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
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// [Private]
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// [Internal]
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// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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@ -1487,7 +1487,7 @@ struct ImFont
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IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
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IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
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// [Private]
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// [Internal]
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IMGUI_API void GrowIndex(int new_size);
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IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
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IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
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