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OCD normalising function comments not ending with a comma
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imgui.h
76
imgui.h
@ -170,33 +170,33 @@ namespace ImGui
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IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax();
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IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
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IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
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IMGUI_API ImFont* GetWindowFont();
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IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
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IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
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IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
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IMGUI_API ImVec2 GetWindowSize(); // get current window position.
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IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing
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IMGUI_API ImVec2 GetWindowSize(); // get current window position
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IMGUI_API float GetWindowWidth();
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IMGUI_API bool GetWindowCollapsed();
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin().
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state.
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin()
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state.
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
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IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
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IMGUI_API float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
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IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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// Parameters stacks (shared)
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@ -212,15 +212,15 @@ namespace ImGui
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IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -0.01f always align width to the right side)
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IMGUI_API void PopItemWidth();
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space.
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IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PopTextWrapPos();
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// Tooltip
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IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
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IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
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IMGUI_API void SetTooltipV(const char* fmt, va_list args);
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IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
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IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
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IMGUI_API void EndTooltip();
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// Layout
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@ -234,8 +234,8 @@ namespace ImGui
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
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IMGUI_API void NextColumn(); // next column
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IMGUI_API int GetColumnIndex(); // get current column index
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
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IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
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IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
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IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
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IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
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IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
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@ -244,20 +244,20 @@ namespace ImGui
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IMGUI_API void SetCursorPos(const ImVec2& pos); // "
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IMGUI_API void SetCursorPosX(float x); // "
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize)
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize)
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IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
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IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
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IMGUI_API float GetTextLineHeightWithSpacing(); // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
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// ID scopes
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them
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// You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
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IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
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IMGUI_API void PushID(const void* ptr_id);
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IMGUI_API void PushID(const int int_id);
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IMGUI_API void PopID();
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IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
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IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
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IMGUI_API ImGuiID GetID(const void* ptr_id);
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// Widgets
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@ -267,7 +267,7 @@ namespace ImGui
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IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
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IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
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IMGUI_API void TextWrappedV(const char* fmt, va_list args);
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IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
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IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
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IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
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IMGUI_API void Bullet();
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@ -277,9 +277,9 @@ namespace ImGui
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
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IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
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IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
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IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
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IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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@ -353,7 +353,7 @@ namespace ImGui
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// Utilities
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IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
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IMGUI_API bool IsItemHoveredRectOnly(); // was the last item hovered by mouse? even if another item is active while we are hovering this.
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IMGUI_API bool IsItemHoveredRectOnly(); // was the last item hovered by mouse? even if another item is active while we are hovering this
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IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsAnyItemActive(); //
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IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item
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@ -369,20 +369,20 @@ namespace ImGui
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IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
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IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
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IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
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IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
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IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
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IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
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IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you.
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IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
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IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
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IMGUI_API float GetTime();
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IMGUI_API int GetFrameCount();
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IMGUI_API const char* GetStyleColName(ImGuiCol idx);
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IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items.
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IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // helper to manually clip large list of items. see comments in implementation.
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IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // helper to manually clip large list of items. see comments in implementation
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IMGUI_API void BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame.
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IMGUI_API void BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame
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IMGUI_API void EndChildFrame();
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IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
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