@ -65,7 +65,7 @@ The bulk of example user code is contained within the ImGui::ShowTestWindow() fu
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
IMGUI_APIboolIsItemHovered();// was the last item hovered by mouse?
IMGUI_APIboolIsItemHoveredRectOnly();// was the last item hovered by mouse? even if another item is active while we are hovering this.
IMGUI_APIboolIsItemActive();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsAnyItemActive();//
IMGUI_APIImVec2GetItemActiveDragDelta();// mouse delta from the time the item first got active
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIboolIsWindowFocused();// is current window focused (differentiate child windows from each others)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIImVec2GetItemBoxMin();// get bounding box of last item
IMGUI_APIImVec2GetItemBoxMax();// get bounding box of last item
IMGUI_APIboolIsClipped(constImVec2&item_size);// to perform coarse clipping on user's side (as an optimization)
IMGUI_APIboolIsKeyPressed(intkey_index,boolrepeat=true);// key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_APIboolIsMouseHoveringWindow();// is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_APIboolIsMouseHoveringAnyWindow();// is mouse hovering any active imgui window
IMGUI_APIboolIsMouseHoveringBox(constImVec2&box_min,constImVec2&box_max);// is mouse hovering given bounding box
IMGUI_APIboolIsMouseHoveringRect(constImVec2&rect_min,constImVec2&rect_max);// is mouse hovering given bounding rect
IMGUI_APIboolIsPosHoveringAnyWindow(constImVec2&pos);// is given position hovering any active imgui window
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIfloatGetTime();
IMGUI_APIintGetFrameCount();
IMGUI_APIconstchar*GetStyleColName(ImGuiColidx);
IMGUI_APIImVec2CalcItemRectClosestPoint(constImVec2&pos,boolon_edge=false,floatoutward=+0.0f);// utility to find the closest point the last item bounding rectangle edge. useful to visually link items.
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// helper to manually clip large list of items. see comments in implementation.
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2TouchExtraPadding;// Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2AutoFitPadding;// Extra space after auto-fit (double-clicking on resize grip)
floatWindowFillAlphaDefault;// Default alpha of window background, if not specified in ImGui::Begin()
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns
floatScrollbarWidth;// Width of the vertical scrollbar
floatGrabMinSize;// Minimum width/height of a slider or scrollbar grab
ImVec2DisplaySafeAreaPadding;// Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding.
ImVec4Colors[ImGuiCol_COUNT];
IMGUI_APIImGuiStyle();
@ -853,6 +864,7 @@ struct ImDrawList
ImDrawList(){Clear();}
IMGUI_APIvoidClear();
IMGUI_APIvoidPushClipRect(constImVec4&clip_rect);// Scissoring. The values are x1, y1, x2, y2.