1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-28 01:20:55 +01:00
This commit is contained in:
ocornut 2015-04-04 19:03:39 +01:00
parent 28a45877aa
commit f5310a2f2d
2 changed files with 11 additions and 10 deletions

View File

@ -31,7 +31,7 @@
//---- Include imgui_user.h at the end of imgui.h //---- Include imgui_user.h at the end of imgui.h
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4. //---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/* /*
#define IM_VEC2_CLASS_EXTRA \ #define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \

19
imgui.h
View File

@ -56,7 +56,7 @@ struct ImVec2
ImVec2() { x = y = 0.0f; } ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; } ImVec2(float _x, float _y) { x = _x; y = _y; }
#ifdef IM_VEC2_CLASS_EXTRA #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA
#endif #endif
}; };
@ -67,7 +67,7 @@ struct ImVec4
ImVec4() { x = y = z = w = 0.0f; } ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec4.
IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA
#endif #endif
}; };
@ -147,7 +147,7 @@ public:
// - struct ImFont // TTF font loader, bake glyphs into bitmap // - struct ImFont // TTF font loader, bake glyphs into bitmap
// ImGui end-user API // ImGui end-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types) // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui namespace ImGui
{ {
// Main // Main
@ -555,12 +555,12 @@ enum ImGuiColorEditMode_
enum ImGuiMouseCursor_ enum ImGuiMouseCursor_
{ {
ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_Move, // Unused by ImGui ImGuiMouseCursor_Move, // Unused
ImGuiMouseCursor_ResizeNS, // Unused by ImGui ImGuiMouseCursor_ResizeNS, // Unused
ImGuiMouseCursor_ResizeEW, ImGuiMouseCursor_ResizeEW, // When hovering over a column
ImGuiMouseCursor_ResizeNESW, // Unused by ImGui ImGuiMouseCursor_ResizeNESW, // Unused
ImGuiMouseCursor_ResizeNWSE, ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Count_ ImGuiMouseCursor_Count_
}; };
@ -882,6 +882,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future. // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list. // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl // Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
struct ImDrawList struct ImDrawList
{ {