// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
ImGuiTabItemFlags_Preview=1<<23// [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
ImGuiTabItemFlags_Preview=1<<23// [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
};
};
// Storage for one active tab item (sizeof() 32~40 bytes)
// Storage for one active tab item (sizeof() 48 bytes)
structImGuiTabItem
structImGuiTabItem
{
{
ImGuiIDID;
ImGuiIDID;
@ -2179,12 +2189,12 @@ struct ImGuiTabItem
floatOffset;// Position relative to beginning of tab
floatOffset;// Position relative to beginning of tab
floatWidth;// Width currently displayed
floatWidth;// Width currently displayed
floatContentWidth;// Width of label, stored during BeginTabItem() call
floatContentWidth;// Width of label, stored during BeginTabItem() call
ImS16NameOffset;// When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS32NameOffset;// When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS16BeginOrder;// BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16BeginOrder;// BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16IndexDuringLayout;// Index only used during TabBarLayout()
ImS16IndexDuringLayout;// Index only used during TabBarLayout()
boolWantClose;// Marked as closed by SetTabItemClosed()
boolWantClose;// Marked as closed by SetTabItemClosed()
g.NextWindowData.ClearFlags();// We behave like Begin() and need to consume those values
if(window->SkipItems)
if(window->SkipItems)
returnfalse;
returnfalse;
IM_ASSERT((flags&(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview))!=(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview));// Can't use both flags together
constImGuiStyle&style=g.Style;
constImGuiStyle&style=g.Style;
constImGuiIDid=window->GetID(label);
constImGuiIDid=window->GetID(label);
IM_ASSERT((flags&(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview))!=(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview));// Can't use both flags together
popup_window->AutoPosLastDirection=(flags&ImGuiComboFlags_PopupAlignLeft)?ImGuiDir_Left:ImGuiDir_Down;// Left = "Below, Toward Left", Down = "Below, Toward Right (default)"