Merge branch 'master' into viewport

# Conflicts:
#	imgui.cpp
docking
omar 6 years ago
commit 6b4f6cd2c5

@ -238,6 +238,7 @@ The library started its life and is best known as "ImGui" only due to the fact t
<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b> <b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
<br><b>How can I display an image? What is ImTextureID, how does it works?</b> <br><b>How can I display an image? What is ImTextureID, how does it works?</b>
<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b> <br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b>
<br><b>How can I use my own math types instead of ImVec2/ImVec4?</b>
<br><b>How can I load a different font than the default?</b> <br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b> <br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b> <br><b>How can I load multiple fonts?</b>

@ -48,7 +48,7 @@
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4. //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations. // This will be inlined as part of ImVec2 and ImVec4 class declarations.
/* /*
#define IM_VEC2_CLASS_EXTRA \ #define IM_VEC2_CLASS_EXTRA \

@ -32,6 +32,7 @@
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- How can I display an image? What is ImTextureID, how does it works? - How can I display an image? What is ImTextureID, how does it works?
- How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack. - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
- How can I use my own math types instead of ImVec2/ImVec4?
- How can I load a different font than the default? - How can I load a different font than the default?
- How can I easily use icons in my application? - How can I easily use icons in my application?
- How can I load multiple fonts? - How can I load multiple fonts?
@ -696,6 +697,10 @@
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation! node open/closed state differently. See what makes more sense in your situation!
Q: How can I use my own math types instead of ImVec2/ImVec4?
A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2.
Q: How can I load a different font than the default? Q: How can I load a different font than the default?
A: Use the font atlas to load the TTF/OTF file you want: A: Use the font atlas to load the TTF/OTF file you want:
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -2135,6 +2140,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
CollapseToggleWanted = false; CollapseToggleWanted = false;
SkipItems = false; SkipItems = false;
Appearing = false; Appearing = false;
Hidden = false;
HasCloseButton = false; HasCloseButton = false;
BeginOrderWithinParent = -1; BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1; BeginOrderWithinContext = -1;
@ -2144,7 +2150,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
AutoFitOnlyGrows = false; AutoFitOnlyGrows = false;
AutoFitChildAxises = 0x00; AutoFitChildAxises = 0x00;
AutoPosLastDirection = ImGuiDir_None; AutoPosLastDirection = ImGuiDir_None;
HiddenFrames = 0; HiddenFramesRegular = HiddenFramesForResize = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
@ -3958,7 +3964,7 @@ static void ImGui::UpdateViewports()
static bool IsWindowActiveAndVisible(ImGuiWindow* window) static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{ {
return (window->HiddenFrames == 0) && (window->Active); return (window->Active) && (!window->Hidden);
} }
void ImGui::UpdatePlatformWindows() void ImGui::UpdatePlatformWindows()
@ -5605,7 +5611,7 @@ static void FindHoveredWindow()
for (int i = g.Windows.Size - 1; i >= 0; i--) for (int i = g.Windows.Size - 1; i >= 0; i--)
{ {
ImGuiWindow* window = g.Windows[i]; ImGuiWindow* window = g.Windows[i];
if (!window->Active) if (!window->Active || window->Hidden)
continue; continue;
if (window->Flags & ImGuiWindowFlags_NoInputs) if (window->Flags & ImGuiWindowFlags_NoInputs)
continue; continue;
@ -5936,7 +5942,8 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_
if (window->Active) if (window->Active)
{ {
// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
window->HiddenFrames = 1; window->Hidden = true;
window->HiddenFramesRegular = 1;
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
} }
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav; ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav;
@ -7109,7 +7116,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update the Appearing flag // Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0); const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
if (flags & ImGuiWindowFlags_Popup) if (flags & ImGuiWindowFlags_Popup)
{ {
ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
@ -7205,18 +7212,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update contents size from last frame for auto-fitting (or use explicit size) // Update contents size from last frame for auto-fitting (or use explicit size)
window->SizeContents = CalcSizeContents(window); window->SizeContents = CalcSizeContents(window);
if (window->HiddenFrames > 0) if (window->HiddenFramesRegular > 0)
window->HiddenFrames--; window->HiddenFramesRegular--;
if (window->HiddenFramesForResize > 0)
window->HiddenFramesForResize--;
// Hide new windows for one frame until they calculate their size // Hide new windows for one frame until they calculate their size
if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
window->HiddenFrames = 1; window->HiddenFramesForResize = 1;
// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
// We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
{ {
window->HiddenFrames = 1; window->HiddenFramesForResize = 1;
if (flags & ImGuiWindowFlags_AlwaysAutoResize) if (flags & ImGuiWindowFlags_AlwaysAutoResize)
{ {
if (!window_size_x_set_by_api) if (!window_size_x_set_by_api)
@ -7328,7 +7337,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = parent_window->DC.CursorPos; window->Pos = parent_window->DC.CursorPos;
} }
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0); const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0);
if (window_pos_with_pivot) if (window_pos_with_pivot)
SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
@ -7459,7 +7468,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
PushClipRect(viewport_rect.Min, viewport_rect.Max, true); PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
// Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFrames <= 0; const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport)); const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport));
if (dim_bg_for_modal || dim_bg_for_window_list) if (dim_bg_for_modal || dim_bg_for_window_list)
{ {
@ -7724,29 +7733,31 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->BeginCount++; window->BeginCount++;
g.NextWindowData.Clear(); g.NextWindowData.Clear();
if (flags & ImGuiWindowFlags_ChildWindow) if (flags & ImGuiWindowFlags_ChildWindow)
{ {
// Child window can be out of sight and have "negative" clip windows. // Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
window->Collapsed = parent_window && parent_window->Collapsed;
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
window->Collapsed |= (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y); if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesRegular = 1;
// We also hide the window from rendering because we've already added its border to the command list. // Completely hide along with parent or if parent is collapsed
// (we could perform the check earlier in the function but it is simpler at this point) if (parent_window && (parent_window->Collapsed || parent_window->Hidden))
if (window->Collapsed) window->HiddenFramesRegular = 1;
window->Active = false;
} }
// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
if (style.Alpha <= 0.0f) if (style.Alpha <= 0.0f)
window->Active = false; window->HiddenFramesRegular = 1;
// Update the Hidden flag
window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize);
// Return false if we don't intend to display anything to allow user to perform an early out optimization // Return false if we don't intend to display anything to allow user to perform an early out optimization
window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0; window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;
return !window->SkipItems; return !window->SkipItems;
} }
@ -13977,7 +13988,8 @@ void ImGui::VerticalSeparator()
LogText(" |"); LogText(" |");
} }
bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend) // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
@ -13996,7 +14008,7 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
if (g.ActiveId != id) if (g.ActiveId != id)
SetItemAllowOverlap(); SetItemAllowOverlap();
if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id)) if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
ImRect bb_render = bb; ImRect bb_render = bb;
@ -14020,7 +14032,7 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float
} }
// Render // Render
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding);
return held; return held;
@ -14675,7 +14687,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
{ {
ImGuiWindow* tooltip_window = g.CurrentWindow; ImGuiWindow* tooltip_window = g.CurrentWindow;
tooltip_window->SkipItems = true; tooltip_window->SkipItems = true;
tooltip_window->HiddenFrames = 1; tooltip_window->HiddenFramesRegular = 1;
} }
} }
@ -15106,7 +15118,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
(flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); (flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window)); ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
if (!window->NavRectRel[0].IsInverted()) if (!window->NavRectRel[0].IsInverted())

@ -1040,6 +1040,7 @@ struct IMGUI_API ImGuiWindow
bool CollapseToggleWanted; bool CollapseToggleWanted;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL) bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
@ -1049,7 +1050,8 @@ struct IMGUI_API ImGuiWindow
bool AutoFitOnlyGrows; bool AutoFitOnlyGrows;
int AutoFitChildAxises; int AutoFitChildAxises;
ImGuiDir AutoPosLastDirection; ImGuiDir AutoPosLastDirection;
int HiddenFrames; int HiddenFramesRegular; // Hide the window for N frames
int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size
ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
@ -1210,7 +1212,7 @@ namespace ImGui
IMGUI_API void Scrollbar(ImGuiLayoutType direction); IMGUI_API void Scrollbar(ImGuiLayoutType direction);
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout. IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f); IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop(); IMGUI_API void ClearDragDrop();

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