@ -113,8 +113,8 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
}
}
// OpenGL2 Render function.
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
@ -289,8 +289,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
}
}
// OpenGL3 Render function.
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
// (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@ -251,7 +251,7 @@ namespace ImGui
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidEndFrame();// ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_APIvoidEndFrame();// ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render.
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
// Demo, Debug, Information
@ -828,7 +828,6 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildMenu=1<<28// Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_ChildMenu=1<<28// Don't use! For internal use by BeginMenu()
// [Obsolete]
// [Obsolete]
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows.
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
};
@ -1193,7 +1192,6 @@ enum ImGuiCol_
// Obsolete names (will be removed)
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,ImGuiCol_ModalWindowDarkening=ImGuiCol_ModalWindowDimBg// [renamed in 1.63]
,ImGuiCol_ModalWindowDarkening=ImGuiCol_ModalWindowDimBg// [renamed in 1.63]
//, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors.