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@@ -158,7 +158,7 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (often used to st
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typedef signed long long ImS64; // 64-bit signed integer
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typedef unsigned long long ImU64; // 64-bit unsigned integer
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-// Forward declarations
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+// Forward declarations: ImDrawList, ImFontAtlas layer
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struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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@@ -173,6 +173,8 @@ struct ImFontConfig; // Configuration data when adding a font or
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struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
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struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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+
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+// Forward declarations: ImGui layer
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struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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@@ -3374,7 +3376,7 @@ struct ImFontAtlas
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IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
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//-------------------------------------------
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- // [BETA] Custom Rectangles/Glyphs API
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+ // [ALPHA] Custom Rectangles/Glyphs API
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//-------------------------------------------
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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@@ -3400,11 +3402,11 @@ struct ImFontAtlas
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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- bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
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// [Internal]
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// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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+ bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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bool TexReady; // Set when texture was built matching current font input
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bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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