Minor comments

docking
ocornut 8 years ago
parent cb7e1c18b5
commit d649bc485b

@ -804,7 +804,7 @@ struct ImGuiIO
int MetricsActiveWindows; // Number of visible windows (exclude child windows) int MetricsActiveWindows; // Number of visible windows (exclude child windows)
//------------------------------------------------------------------ //------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you // [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------ //------------------------------------------------------------------
ImVec2 MousePosPrev; // Previous mouse position ImVec2 MousePosPrev; // Previous mouse position
@ -950,10 +950,9 @@ struct ImGuiTextBuffer
}; };
// Helper: Simple Key->value storage // Helper: Simple Key->value storage
// - Store collapse state for a tree (Int 0/1)
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
// - Custom user storage for temporary values.
// Typically you don't have to worry about this since a storage is held within each Window. // Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// You can use it as custom user storage for temporary values.
// Declare your own storage if: // Declare your own storage if:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code. // - You want to store custom debug data easily without adding or editing structures in your code.
@ -985,9 +984,8 @@ struct ImGuiStorage
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient: // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
@ -1056,8 +1054,8 @@ struct ImGuiSizeConstraintCallbackData
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
struct ImColor struct ImColor
{ {
ImVec4 Value; ImVec4 Value;
@ -1170,7 +1168,7 @@ struct ImDrawList
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
// [Internal, used while building lists] // [Internal, used while building lists]
const char* _OwnerName; // Pointer to owner window's name (if any) for debugging const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
@ -1181,7 +1179,7 @@ struct ImDrawList
int _ChannelsCount; // [Internal] number of active channels (1+) int _ChannelsCount; // [Internal] number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
ImDrawList() { _OwnerName = NULL; Clear(); } ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); } ~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PushClipRectFullScreen();
@ -1394,9 +1392,7 @@ struct ImFont
#pragma clang diagnostic pop #pragma clang diagnostic pop
#endif #endif
//---- Include imgui_user.h at the end of imgui.h // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
//---- So you can include code that extends ImGui using any of the types declared above.
//---- (also convenient for user to only explicitly include vanilla imgui.h)
#ifdef IMGUI_INCLUDE_IMGUI_USER_H #ifdef IMGUI_INCLUDE_IMGUI_USER_H
#include "imgui_user.h" #include "imgui_user.h"
#endif #endif

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