Lines Matching defs:by

11 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
140 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
147 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
150 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
276 // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
280 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui
281 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui
291 // The texture for the draw call is specified by pcmd->TextureId.
330 Note that io.NavInputs[] is cleared by EndFrame().
400 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
410 - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
416 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
477 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
488 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
562 Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
577 At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
598 representation suggested by the example bindings is probably the best choice.
614 This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
638 C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
705 but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
754 - Tree nodes implicitly creates a scope for you by calling PushID().
804 // the first loaded font gets used by default
811 config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
839 by using the u8"hello" syntax. Specifying literal in your source code using a local code page
843 Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
896 A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
901 Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
953 #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
960 #pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
985 // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
987 static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
1042 // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1043 // ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
1091 FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
1092 FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1107 DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1375 // Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1442 // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1527 // Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
1574 // We handle UTF-8 decoding error by skipping forward.
2116 // On some platform vsnprintf() takes va_list by reference and modifies it.
2451 float by = pos.y + sz - third*0.5f;
2452 window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
2453 window->DrawList->PathLineTo(ImVec2(bx, by));
2454 window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
2713 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
2831 IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
2846 // Test if interactions on this window are blocked by an active popup or modal
3207 // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
3248 if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
3303 // Find the window hovered by mouse:
3319 // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
3496 g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
3677 // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
3679 // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
3759 // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
3963 // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
3983 // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
4005 // NB- Rectangle is clipped by our current clip setting
4287 // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
4582 // Maximum window size is determined by the display size
4586 if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5041 // Collapse window by double-clicking on title bar
5429 // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
5947 IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
6036 window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
6043 window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
6594 // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
6791 // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
6937 // Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
6949 // Center modal windows by default
7178 // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
7190 // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
7265 // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
7266 // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
7275 // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
7290 // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
7504 return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
7539 // NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
7749 // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
8118 // Overlay displayed when using CTRL+TAB. Called by EndFrame().
8428 // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
8812 // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.