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Demo: reorder Demo->Configuration section with docking/viewports section.

ocornut 1 年間 前
コミット
59c8db69eb
1 ファイル変更7 行追加5 行削除
  1. 7 5
      imgui_demo.cpp

+ 7 - 5
imgui_demo.cpp

@@ -477,6 +477,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
             ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
             ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
 
+            ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
+            ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
+            ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
+            ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
+
+            ImGui::SeparatorText("Docking");
             ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
             ImGui::SameLine();
             if (io.ConfigDockingWithShift)
@@ -497,6 +503,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
                 ImGui::Unindent();
             }
 
+            ImGui::SeparatorText("Multi-viewports");
             ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable);
             ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.");
             if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -513,11 +520,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
                 ImGui::Unindent();
             }
 
-            ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
-            ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
-            ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
-            ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
-
             ImGui::SeparatorText("Widgets");
             ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
             ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");