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@@ -355,8 +370,10 @@ public final class ImDrawList {
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*/
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// Advanced: Channels
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// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
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// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
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// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
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// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
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// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them.
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// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
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// - Speed are per-pixel of mouse movement (vSpeed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(vSpeed, minimum_step_at_given_precision).
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// - Use vMin < vMax to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
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// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
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// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
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// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
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/**
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* Is mouse button held (0=left, 1=right, 2=middle)
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*/
@@ -4536,13 +4563,6 @@ public static ImDrawList getForegroundDrawList() {
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return ImGui::IsMouseReleased(button);
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*/
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/**
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* Is mouse dragging. if lockThreshold {@code < -1.0f} uses io.MouseDraggingThreshold
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*/
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publicstaticnativebooleanisMouseDragging(); /*
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return ImGui::IsMouseDragging();
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*/
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/**
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* Is mouse dragging. if lockThreshold {@code < -1.0f} uses io.MouseDraggingThreshold
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*/
@@ -4647,24 +4667,6 @@ public static ImDrawList getForegroundDrawList() {
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ImGui::SetMouseCursor(type);
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*/
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/**
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* Attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle).
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* e.g. force capture keyboard when your widget is being hovered.
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* This is equivalent to setting "io.WantCaptureKeyboard = wantCaptureKeyboardValue"; after the next NewFrame() call.
Copy file name to clipboardExpand all lines: imgui-binding/src/main/java/imgui/ImGuiIO.java
+1-1Lines changed: 1 addition & 1 deletion
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@@ -319,7 +319,7 @@ public void setFontDefault(final ImFont fontDefault) {
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*/
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// Optional: Access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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// (default to use native Win32 clipIsMouseDraggingboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
* Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified.
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* Decrease for higher quality but more geometry.
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*/
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publicnativefloatgetCircleSegmentMaxError(); /*
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return ImGui::GetStyle().CircleSegmentMaxError;
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*/
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/**
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* Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified.
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