ImDrawList*GetWindowDrawList();// get rendering command-list if you want to append your own draw primitives.
ImFontGetWindowFont();
floatGetWindowFontSize();
voidSetWindowFontScale(floatscale);// per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
voidSetScrollPosHere();// adjust scrolling position to center into the current cursor position.
voidSetKeyboardFocusHere(intoffset=0);// focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
@ -575,7 +577,6 @@ struct ImDrawCmd
ImVec4clip_rect;
};
// sizeof() == 20
structImDrawVert
{
ImVec2pos;
@ -584,7 +585,11 @@ struct ImDrawVert
};
// Draw command list
// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each ImGui window contains its own ImDrawList.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl