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Copy file name to clipboardexpand all lines: Framework/ThirdParty/source-libraries/cimgui/cimgui.h
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@@ -33,7 +33,7 @@
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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 "1.91.9 WIP"
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#defineIMGUI_VERSION_NUM19182
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#defineIMGUI_VERSION_NUM19183
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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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ImVec2WindowPadding; // Padding within a window.
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floatWindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
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floatWindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
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floatWindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
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ImVec2WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
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ImVec2WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
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ImGuiDirWindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
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intOversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
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intOversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
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floatSizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
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//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
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//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX)
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ImVec2GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
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constImWchar*GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
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floatGlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
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floatGlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
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floatGlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this.
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unsigned intFontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
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floatRasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
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floatRasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
@@ -3501,6 +3503,7 @@ struct ImFontAtlas_t
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// Members
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//-------------------------------------------
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// Input
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ImFontAtlasFlagsFlags; // Build flags (see ImFontAtlasFlags_)
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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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intPackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
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// [Obsolete]
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//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
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//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
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//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
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//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
// [Internal] Members: Hot ~28/40 bytes (for RenderText loop)
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ImVector_ImU16IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
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ImVector_ImFontGlyphGlyphs; // 12-16 // out // All glyphs.
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constImFontGlyph*FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
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ImFontGlyph*FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
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// [Internal] Members: Cold ~32/40 bytes
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// Conceptually ConfigData[] is the list of font sources merged to create this font.
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boolDirtyLookupTables; // 1 // out //
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ImU8Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
CIMGUI_APIvoidImFont_AddRemapChar(ImFont*self, ImWchardst, ImWcharsrc, booloverwrite_dst/* = true */); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
CIMGUI_APIvoidImFont_AddRemapChar(ImFont*self, ImWchardst, ImWcharsrc, booloverwrite_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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