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imgui.h
14
imgui.h
@ -640,7 +640,7 @@ struct ImGuiStyle
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IMGUI_API ImGuiStyle();
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IMGUI_API ImGuiStyle();
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};
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};
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// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
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// This is where your app communicate with ImGui. Access via ImGui::GetIO().
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// Read 'Programmer guide' section in .cpp file for general usage.
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// Read 'Programmer guide' section in .cpp file for general usage.
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struct ImGuiIO
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struct ImGuiIO
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{
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{
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@ -695,7 +695,7 @@ struct ImGuiIO
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyCtrl; // Keyboard modifier pressed: Control
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@ -716,8 +716,8 @@ struct ImGuiIO
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
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float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
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float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsAllocs; // Number of active memory allocations
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int MetricsAllocs; // Number of active memory allocations
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int MetricsRenderVertices; // Vertices processed during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; //
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsActiveWindows; // Number of visible windows (exclude child windows)
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int MetricsActiveWindows; // Number of visible windows (exclude child windows)
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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@ -932,7 +932,7 @@ struct ImGuiTextEditCallbackData
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};
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};
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// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either formats.
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// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
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struct ImColor
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struct ImColor
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{
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{
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ImVec4 Value;
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ImVec4 Value;
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@ -955,8 +955,8 @@ struct ImColor
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// clipper.End();
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// clipper.End();
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struct ImGuiListClipper
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struct ImGuiListClipper
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{
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{
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float ItemsHeight;
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float ItemsHeight;
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int ItemsCount, DisplayStart, DisplayEnd;
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int ItemsCount, DisplayStart, DisplayEnd;
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ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
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ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
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ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
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ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
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