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Viewports: rename ImGuiBackendFlags_HasParentViewportId->ImGuiBackendFlags_HasParentViewport. (#8948)
Introduced yesterday by 50a8bb2
.
This commit is contained in:
@@ -14,7 +14,7 @@
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -14,7 +14,7 @@
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -13,7 +13,7 @@
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// [x] Platform: Multi-viewport / platform windows.
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// [x] Platform: Multi-viewport / platform windows.
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -13,7 +13,7 @@
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// [x] Platform: Multi-viewport / platform windows.
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// [x] Platform: Multi-viewport / platform windows.
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -13,7 +13,7 @@
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -12,7 +12,7 @@
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// Missing features or Issues:
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// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewportId support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -534,7 +534,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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io.BackendPlatformName = bd->BackendPlatformName;
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io.BackendPlatformName = bd->BackendPlatformName;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewportId may be set just below)
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// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
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// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
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// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
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bd->Window = window;
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bd->Window = window;
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@@ -563,7 +563,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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if (bd->MouseCanUseGlobalState)
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if (bd->MouseCanUseGlobalState)
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{
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{
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewportId; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
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}
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}
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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@@ -679,7 +679,7 @@ void ImGui_ImplSDL3_Shutdown()
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io.BackendPlatformName = nullptr;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewportId);
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
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platform_io.ClearPlatformHandlers();
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platform_io.ClearPlatformHandlers();
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IM_DELETE(bd);
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IM_DELETE(bd);
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}
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}
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@@ -189,7 +189,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewportId; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
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bd->hWnd = (HWND)hwnd;
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bd->hWnd = (HWND)hwnd;
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bd->TicksPerSecond = perf_frequency;
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bd->TicksPerSecond = perf_frequency;
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@@ -262,7 +262,7 @@ void ImGui_ImplWin32_Shutdown()
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io.BackendPlatformName = nullptr;
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewportId);
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
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platform_io.ClearPlatformHandlers();
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platform_io.ClearPlatformHandlers();
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IM_DELETE(bd);
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IM_DELETE(bd);
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}
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}
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@@ -182,7 +182,7 @@ The Platform backends in impl_impl_XXX.cpp files contain many implementations.
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- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
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- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
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- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
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- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
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- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
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- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
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- `ImGuiBackendFlags_HasParentViewportId` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
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- `ImGuiBackendFlags_HasParentViewport` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
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**In your `ImGui_ImplXXX_NewFrame()` function:**
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**In your `ImGui_ImplXXX_NewFrame()` function:**
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- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
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- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
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@@ -121,7 +121,7 @@ Docking+Viewports Branch:
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- Nav: fixed a crash that could occur when opening a popup following the processing
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- Nav: fixed a crash that could occur when opening a popup following the processing
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of a global shortcut while no windows were focused (the fix done in 1.92.3 was
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of a global shortcut while no windows were focused (the fix done in 1.92.3 was
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incomplete for docking branch).
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incomplete for docking branch).
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- Viewports: added ImGuiBackendFlags_HasParentViewportId backend flag for
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- Viewports: added ImGuiBackendFlags_HasParentViewport backend flag for
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backend to specify if it can honor the viewport->ParentViewportId value by
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backend to specify if it can honor the viewport->ParentViewportId value by
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applying the corresponding parent/child relation at the Platform level. (#8948)
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applying the corresponding parent/child relation at the Platform level. (#8948)
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- SDL3, Win32 backends: supported.
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- SDL3, Win32 backends: supported.
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@@ -16343,9 +16343,9 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
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// Heuristic, see #8948: depends on how backends handle OS-level parenting.
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// Heuristic, see #8948: depends on how backends handle OS-level parenting.
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static bool IsViewportAbove(ImGuiViewportP* potential_above, ImGuiViewportP* potential_below)
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static bool IsViewportAbove(ImGuiViewportP* potential_above, ImGuiViewportP* potential_below)
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{
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{
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// If ImGuiBackendFlags_HasParentViewportId if set, ->ParentViewport chain should be accurate.
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// If ImGuiBackendFlags_HasParentViewport if set, ->ParentViewport chain should be accurate.
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasParentViewportId)
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasParentViewport)
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{
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{
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for (ImGuiViewport* v = potential_above; v != NULL && v->ParentViewport; v = v->ParentViewport)
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for (ImGuiViewport* v = potential_above; v != NULL && v->ParentViewport; v = v->ParentViewport)
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if (v->ParentViewport == potential_below)
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if (v->ParentViewport == potential_below)
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4
imgui.h
4
imgui.h
@@ -1789,7 +1789,7 @@ enum ImGuiBackendFlags_
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ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports.
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ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports.
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ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports.
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ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports.
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ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
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ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
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ImGuiBackendFlags_HasParentViewportId = 1 << 13, // Backend Platform supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
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ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
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};
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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// Enumeration for PushStyleColor() / PopStyleColor()
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@@ -4046,7 +4046,7 @@ struct ImGuiViewport
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ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
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ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
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float DpiScale; // 1.0f = 96 DPI = No extra scale.
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float DpiScale; // 1.0f = 96 DPI = No extra scale.
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
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ImGuiViewport* ParentViewport; // (Advanced) == ImGui::FindViewportByID(ParentViewportId)
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ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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// Platform/Backend Dependent Data
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// Platform/Backend Dependent Data
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@@ -640,7 +640,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
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ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
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ImGui::CheckboxFlags("io.BackendFlags: HasParentViewportId", &io.BackendFlags, ImGuiBackendFlags_HasParentViewportId);
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ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
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@@ -8299,7 +8299,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
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if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
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if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
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if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
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if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
|
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_HasParentViewportId) ImGui::Text(" HasParentViewportId");
|
if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
|
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
|
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
|
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
|
||||||
|
Reference in New Issue
Block a user