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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
IMGUI_API voidEndTable(); // only call EndTable() if BeginTable() returns true!
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IMGUI_API voidTableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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IMGUI_API voidTableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
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IMGUI_API boolTableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API boolTableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
inlineboolTempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return(g.ActiveId == id && g.TempInputId == id); }
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inlineboolTempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; }
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inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
inlineboolIsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field.
// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct
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// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect.
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// This would slightly simplify caller code.
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// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
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// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
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