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Inline functions not marked with IMGUI_API because apparently it is illegal for MinGW (fix #349)
ARGH C++.
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12
imgui.h
12
imgui.h
@ -1160,7 +1160,7 @@ struct ImDrawData
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int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
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// Functions
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IMGUI_API ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
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ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
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IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
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};
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@ -1216,7 +1216,7 @@ struct ImFontAtlas
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// Pitch = Width * BytesPerPixels
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IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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IMGUI_API void SetTexID(void* id) { TexID = id; }
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void SetTexID(void* id) { TexID = id; }
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// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
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// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
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@ -1268,18 +1268,18 @@ struct ImFont
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ImVector<Glyph> Glyphs;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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float FallbackXAdvance; //
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ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
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ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point
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ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (more cache-friendly that reading from Glyphs, for CalcTextSize functions which are often bottleneck in large UI)
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ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point.
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// Methods
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IMGUI_API ImFont();
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IMGUI_API ~ImFont();
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IMGUI_API void Clear();
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IMGUI_API void BuildLookupTable();
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IMGUI_API float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
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IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
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IMGUI_API void SetFallbackChar(ImWchar c);
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IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
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float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
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bool IsLoaded() const { return ContainerAtlas != NULL; }
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// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
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// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
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