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@@ -1,4 +1,4 @@
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-// dear imgui, v1.91.9
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+// dear imgui, v1.91.9b
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// (headers)
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// Help:
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@@ -28,8 +28,8 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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-#define IMGUI_VERSION "1.91.9"
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-#define IMGUI_VERSION_NUM 19190
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+#define IMGUI_VERSION "1.91.9b"
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+#define IMGUI_VERSION_NUM 19191
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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#define IMGUI_HAS_DOCK // Docking WIP branch
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@@ -39,6 +39,7 @@
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Index of this file:
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// [SECTION] Header mess
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// [SECTION] Forward declarations and basic types
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+// [SECTION] Texture identifier (ImTextureID)
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// [SECTION] Dear ImGui end-user API functions
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// [SECTION] Flags & Enumerations
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// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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@@ -255,22 +256,6 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
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typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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-// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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-// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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-// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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-// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
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-// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
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-#ifndef ImTextureID
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-typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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-#endif
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-
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-// ImDrawIdx: vertex index. [Compile-time configurable type]
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-// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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-// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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-#ifndef ImDrawIdx
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-typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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-#endif
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-
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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@@ -320,6 +305,19 @@ struct ImVec4
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};
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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+//-----------------------------------------------------------------------------
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+// [SECTION] Texture identifier (ImTextureID)
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+//-----------------------------------------------------------------------------
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+
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+// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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+// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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+// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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+// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
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+// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
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+#ifndef ImTextureID
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+typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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+#endif
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+
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//-----------------------------------------------------------------------------
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// [SECTION] Dear ImGui end-user API functions
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// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
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@@ -3072,6 +3070,13 @@ struct ImGuiSelectionExternalStorage
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#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
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#endif
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+// ImDrawIdx: vertex index. [Compile-time configurable type]
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+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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+#ifndef ImDrawIdx
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+typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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+#endif
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+
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// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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// you can poke into the draw list for that! Draw callback may be useful for example to:
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