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Copy file name to clipboardexpand all lines: Framework/ThirdParty/source-libraries/cimgui/cimgui.h
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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// dear imgui, v1.91.7
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// dear imgui, v1.91.8 WIP
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// (headers)
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// Help:
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#defineIMGUI_VERSION "1.91.7"
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#defineIMGUI_VERSION_NUM19170
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#defineIMGUI_VERSION "1.91.8 WIP"
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#defineIMGUI_VERSION_NUM19171
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#defineIMGUI_HAS_TABLE
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#defineIMGUI_HAS_VIEWPORT// Viewport WIP branch
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#defineIMGUI_HAS_DOCK// Docking WIP branch
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typedefsigned long longImS64; // 64-bit signed integer
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typedefunsigned long longImU64; // 64-bit unsigned integer
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// Forward declarations
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typedefstructImDrawChannel_tImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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typedefstructImDrawCmd_tImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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typedefstructImDrawData_tImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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typedefstructImDrawList_tImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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typedefstructImDrawListSharedData_tImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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typedefstructImDrawListSplitter_tImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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typedefstructImDrawVert_tImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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typedefstructImFont_tImFont; // Runtime data for a single font within a parent ImFontAtlas
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typedefstructImFontAtlas_tImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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typedefstructImFontBuilderIO_tImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
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typedefstructImFontConfig_tImFontConfig; // Configuration data when adding a font or merging fonts
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typedefstructImFontGlyph_tImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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typedefstructImFontGlyphRangesBuilder_tImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
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typedefstructImColor_tImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
typedefstructImDrawChannel_tImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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typedefstructImDrawCmd_tImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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typedefstructImDrawData_tImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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typedefstructImDrawList_tImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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typedefstructImDrawListSharedData_tImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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typedefstructImDrawListSplitter_tImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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typedefstructImDrawVert_tImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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typedefstructImFont_tImFont; // Runtime data for a single font within a parent ImFontAtlas
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typedefstructImFontAtlas_tImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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typedefstructImFontBuilderIO_tImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
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typedefstructImFontConfig_tImFontConfig; // Configuration data when adding a font or merging fonts
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typedefstructImFontGlyph_tImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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typedefstructImFontGlyphRangesBuilder_tImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
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typedefstructImColor_tImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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// Forward declarations: ImGui layer
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typedefstructImGuiContext_tImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
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typedefstructImGuiIO_tImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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typedefstructImGuiInputTextCallbackData_tImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
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#ifndefIM_DRAWLIST_TEX_LINES_WIDTH_MAX
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#defineIM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
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#defineIM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
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#endif// #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
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// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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//-------------------------------------------
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//-------------------------------------------
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// [BETA] Custom Rectangles/Glyphs API
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// [ALPHA] Custom Rectangles/Glyphs API
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//-------------------------------------------
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//-------------------------------------------
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ImTextureIDTexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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intTexDesiredWidth; // 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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intTexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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boolLocked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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void*UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
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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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boolLocked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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boolTexReady; // Set when texture was built matching current font input
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boolTexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
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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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